uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
+uniform lowp vec4 uActorColor;
#endif
#if ATLAS_CUSTOM_WARP
{
// potential is inside borderline range.
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+
+ // Muliply borderlineWidth to resolve very thin borderline
+ borderlineOpacity *= min(1.0, borderlineWidth);
}
- //calculate inside of borderline when outilneColor.a < 1.0
- if(borderlineColor.a < 1.0)
+ lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
+ lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a;
+ borderlineColorRGB *= mix(1.0, borderlineColorAlpha, preMultipliedAlpha);
+
+ // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color.
+ // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code.
+ // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius.
+ if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0)
{
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
- lowp vec3 BorderlineColorRGB = borderlineColor.xyz;
- BorderlineColorRGB *= mix(1.0, borderlineColor.a, preMultipliedAlpha);
if(potential > MaxTexturelinePotential)
{
- // potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(BorderlineColorRGB, 0.0);
+ // potential is out of texture range.
+ textureColor = vec4(0.0);
}
- else if(potential > MinTexturelinePotential)
+ else
{
- // potential is in texture range
- textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ // potential is in texture range.
+ lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ textureColor.a *= textureAlphaScale;
+ textureColor.rgb *= mix(textureColor.a, textureAlphaScale, preMultipliedAlpha);
}
- borderlineOpacity *= borderlineColor.a;
- return mix(textureColor, vec4(BorderlineColorRGB, 1.0), borderlineOpacity);
+
+ borderlineColorAlpha *= borderlineOpacity;
+ borderlineColorRGB *= mix(borderlineColorAlpha, borderlineOpacity, preMultipliedAlpha);
+ // We use pre-multiplied color to reduce operations.
+ // In here, textureColor and borderlineColorRGB is pre-multiplied color now.
+
+ // Manual blend operation with premultiplied colors.
+ // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a.
+ // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb
+ // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha)
+ // Else, return vec4((rgb*alpha) / alpha, alpha)
+
+ lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha);
+ lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb;
+ // TODO : Need to find some way without division
+ return vec4(finalMultipliedRGB * mix(1.0 / finalAlpha, 1.0, preMultipliedAlpha), finalAlpha);
}
- return mix(textureColor, borderlineColor, borderlineOpacity);
+ return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity);
}
#endif
mediump vec2 texCoord = vTexCoord;
#endif
- lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 );
+ lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor;
#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
// skip most potential calculate for performance
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
- OUT_COLOR = textureColor * uColor;
- return;
+ OUT_COLOR = textureColor;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+ textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor * uColor;
+ OUT_COLOR = textureColor;
#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR.a *= opacity;
- OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+ OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ }
#endif
}