-const char* VERTEX_SHADER[] =
-{
-// vertex shader for gradient units as OBJECT_BOUNDING_BOX
- DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump mat3 uAlignmentMatrix;\n
- varying mediump vec2 vTexCoord;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
- \n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-),
-
-// vertex shader for gradient units as USER_SPACE
-DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump mat3 uAlignmentMatrix;\n
- varying mediump vec2 vTexCoord;\n
- \n
-
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
- uniform mediump vec4 offsetSizeMode;\n
- uniform mediump vec2 origin;\n
- uniform mediump vec2 anchorPoint;\n
-
- vec4 ComputeVertexPosition()\n
- {\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
- }\n
-
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- \n
- vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;\n
- }\n
-)
-};
-
-const char* FRAGMENT_SHADER[] =
-{
-// fragment shader for linear gradient
-DALI_COMPOSE_SHADER(
- uniform sampler2D sTexture;\n // sampler1D?
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- varying mediump vec2 vTexCoord;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
- }\n
-),
-
-// fragment shader for radial gradient
-DALI_COMPOSE_SHADER(
- uniform sampler2D sTexture;\n // sampler1D?
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- varying mediump vec2 vTexCoord;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor*opacity, opacity) * uColor;\n
- }\n
-)
-};
-
-Dali::WrapMode::Type GetWrapMode( Toolkit::GradientVisual::SpreadMethod::Type spread )
+ // vertex shader for gradient units as OBJECT_BOUNDING_BOX with corner radius
+ SHADER_GRADIENT_VISUAL_BOUNDING_BOX_ROUNDED_CORNER_SHADER_VERT,
+
+ // vertex shader for gradient units as USER_SPACE with corner radius
+ SHADER_GRADIENT_VISUAL_USER_SPACE_ROUNDED_CORNER_SHADER_VERT};
+
+const std::string_view FRAGMENT_SHADER[] =
+ {
+ // fragment shader for linear gradient
+ SHADER_GRADIENT_VISUAL_LINEAR_SHADER_FRAG,
+
+ // fragment shader for radial gradient
+ SHADER_GRADIENT_VISUAL_RADIAL_SHADER_FRAG,
+
+ // fragment shader for linear gradient with corner radius
+ SHADER_GRADIENT_VISUAL_LINEAR_ROUNDED_CORNER_SHADER_FRAG,
+
+ // fragment shader for radial gradient with corner radius
+ SHADER_GRADIENT_VISUAL_RADIAL_ROUNDED_CORNER_SHADER_FRAG};
+
+Dali::WrapMode::Type GetWrapMode(Toolkit::GradientVisual::SpreadMethod::Type spread)