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Revert "[Tizen] Append 1 pixel if corner radius is big enough"
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
graphics
/
shaders
/
gradient-visual-shader.vert
diff --git
a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert
b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert
index
f9e80fe
..
b2b0864
100644
(file)
--- a/
dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert
+++ b/
dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert
@@
-1,20
+1,10
@@
-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef USER_SPACE
-#define USER_SPACE 0
-#endif
-
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
-#if
IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
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
@@
-29,27
+19,27
@@
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_BORDERLINE
+#if
def
IS_REQUIRED_BORDERLINE
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-uniform
medium
p vec4 cornerRadius;
+#if
def
IS_REQUIRED_ROUNDED_CORNER
+uniform
high
p vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
vec4 ComputeVertexPosition()
{
uniform mediump float cornerRadiusPolicy;
#endif
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(
uSize.xy*size
, size, offsetSizeMode.zw );
- vec2 visualOffset = mix(
offset, offset/uSize.xy
, offsetSizeMode.xy);
+ vec2 visualSize = mix(
size * uSize.xy
, size, offsetSizeMode.zw );
+ vec2 visualOffset = mix(
offset * uSize.xy, offset
, offsetSizeMode.xy);
-#if
IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-#if IS_REQUIRED_BORDERLINE
+#if
def
IS_REQUIRED_ROUNDED_CORNER
+#if
def
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);
@@
-61,24
+51,27
@@
vec4 ComputeVertexPosition()
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
-#if IS_REQUIRED_BORDERLINE
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
+#ifdef IS_REQUIRED_BORDERLINE
vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
+ vertexPosition.xy *= (1.0 + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth / visualSize);
vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
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);
+#ifdef USER_SPACE
+ vertexPosition.xyz *= uSize;
+#endif
+
+ vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
+
+ return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
}
void main()
{
}
void main()
{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
gl_Position = uMvpMatrix * ComputeVertexPosition();
gl_Position = uMvpMatrix * ComputeVertexPosition();
-#if USER_SPACE
- vertexPosition.xyz *= uSize;
-#endif
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
}
}