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Corner Radius become Vector4
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
graphics
/
shaders
/
color-visual-blur-edge-shader.vert
diff --git
a/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.vert
b/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.vert
index
e20110b
..
5306aef
100644
(file)
--- a/
dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.vert
+++ b/
dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.vert
@@
-1,7
+1,8
@@
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump float vCornerRadius;
+OUTPUT mediump vec2 vOptRectSize;
+OUTPUT mediump vec4 vCornerRadius;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
@@
-14,7
+15,7
@@
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
uniform mediump float blurRadius;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
uniform mediump float blurRadius;
-uniform mediump
float
cornerRadius;
+uniform mediump
vec4
cornerRadius;
uniform mediump float cornerRadiusPolicy;
vec4 ComputeVertexPosition()
uniform mediump float cornerRadiusPolicy;
vec4 ComputeVertexPosition()
@@
-24,7
+25,11
@@
vec4 ComputeVertexPosition()
mediump float minSize = min( visualSize.x, visualSize.y );
vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
vCornerRadius = min( vCornerRadius, minSize * 0.5 );
mediump float minSize = min( visualSize.x, visualSize.y );
vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize / 2.0 - vec2( vCornerRadius );
+ vRectSize = visualSize / 2.0;
+ // optimize fragment shader
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0 - blurRadius;
+
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}