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[dali_2.2.26] Merge branch 'devel/master'
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
graphics
/
shaders
/
color-visual-shader.vert
diff --git
a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
index
2798185
..
29ad984
100644
(file)
--- a/
dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
+++ b/
dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
@@
-1,19
+1,9
@@
-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef IS_REQUIRED_BLUR
-#define IS_REQUIRED_BLUR 0
-#endif
-
INPUT mediump vec2 aPosition;
INPUT mediump vec2 aPosition;
-#if
IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
+#if
def
IS_REQUIRED_ROUNDED_CORNER
OUTPUT mediump vec4 vCornerRadius;
#endif
#endif
OUTPUT mediump vec4 vCornerRadius;
#endif
#endif
@@
-27,31
+17,32
@@
uniform highp vec2 size;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#elif defined(IS_REQUIRED_BORDERLINE)
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
-#if IS_REQUIRED_BLUR
-uniform mediump float blurRadius;
-#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-uniform mediump vec4 cornerRadius;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+uniform highp vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
uniform mediump vec2 extraSize;
vec4 ComputeVertexPosition()
{
uniform mediump float cornerRadiusPolicy;
#endif
uniform mediump vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(
uSize.xy*size
, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix(offset
, offset/uSize.xy
, offsetSizeMode.xy);
+ vec2 visualSize = mix(
size * uSize.xy
, size, offsetSizeMode.zw ) + extraSize;
+ vec2 visualOffset = mix(offset
* uSize.xy, offset
, offsetSizeMode.xy);
-#if
IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_BLUR
+ mediump float minSize = min(visualSize.x, visualSize.y);
+#elif defined(IS_REQUIRED_BORDERLINE)
mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
#else
mediump float minSize = min(visualSize.x, visualSize.y);
mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
#else
mediump float minSize = min(visualSize.x, visualSize.y);
@@
-63,18
+54,18
@@
vec4 ComputeVertexPosition()
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
-#if IS_REQUIRED_BLUR
+#if
def
IS_REQUIRED_BLUR
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
vOptRectSize -= blurRadius + 1.0;
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
vOptRectSize -= blurRadius + 1.0;
-#elif
IS_REQUIRED_BORDERLINE
+#elif
defined(IS_REQUIRED_BORDERLINE)
vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
-#elif
IS_REQUIRED_ROUNDED_CORNER
+#elif
defined(IS_REQUIRED_ROUNDED_CORNER)
vPosition = aPosition * visualSize;
#else
mediump vec2 vPosition = aPosition * visualSize;
#endif
vPosition = aPosition * visualSize;
#else
mediump vec2 vPosition = aPosition * visualSize;
#endif
- return vec4(vPosition + anchorPoint * visualSize +
(visualOffset + origin)
* uSize.xy, 0.0, 1.0);
+ return vec4(vPosition + anchorPoint * visualSize +
visualOffset + origin
* uSize.xy, 0.0, 1.0);
}
void main()
}
void main()