/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
void main()\n
{\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
- \n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * visualMixColor();\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
uniform lowp vec2 wrapMode;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
uniform lowp float preMultipliedAlpha;\n
\n
mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )\n
return clamp( mix(range.x, range.y, coord), range.x, range.y );
}\n
\n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
- \n
void main()\n
{\n
mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * visualMixColor();\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );\n
}\n
);
ImageDimensions size,
FittingMode::Type fittingMode,
Dali::SamplingMode::Type samplingMode )
-: Visual::Base( factoryCache ),
+: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
mImage(),
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
}
ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, const Image& image )
-: Visual::Base( factoryCache ),
+: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
mImage( image ),
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
atlasUploadObserver = this;
}
- auto preMultiplyOnLoad = mFactoryCache.GetPreMultiplyOnLoad()
+ auto preMultiplyOnLoad = mFactoryCache.GetPreMultiplyOnLoad() && !mImpl->mCustomShader
? TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD
: TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;