X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fcolor-visual-shader.vert;h=29b74421b812bbcc2c73b52c11710ccb899f1c32;hb=c07b2d71a9b786eed0d7fbba307fedd37edbd400;hp=29ad9846cc0ff0ea36ebb43325a8b6b5edd2804b;hpb=9bbca96c9151fb1a96b47e17f09c720b7c05adc2;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert index 29ad984..29b7442 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert @@ -1,69 +1,96 @@ INPUT mediump vec2 aPosition; #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 highp vec2 vPosition; +OUTPUT highp vec2 vRectSize; +OUTPUT highp vec2 vOptRectSize; +OUTPUT highp float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER -OUTPUT mediump vec4 vCornerRadius; +OUTPUT highp vec4 vCornerRadius; #endif #endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) +// Be used when we calculate anti-alias range near 1 pixel. +uniform highp vec3 uScale; +#endif + //Visual size and offset -uniform mediump vec2 offset; +uniform highp vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; #ifdef IS_REQUIRED_BLUR -uniform mediump float blurRadius; +uniform highp float blurRadius; #elif defined(IS_REQUIRED_BORDERLINE) -uniform mediump float borderlineWidth; -uniform mediump float borderlineOffset; +uniform highp float borderlineWidth; +uniform highp float borderlineOffset; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER uniform highp vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; #endif -uniform mediump vec2 extraSize; +uniform highp vec2 extraSize; vec4 ComputeVertexPosition() { - vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize; - vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); + highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize; + highp vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; + + // Set soft anti-alias range at most 10% of visual size. + // The range should be inverse proportion with scale of view. + // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) + vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y)); + + highp float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BLUR - mediump float minSize = min(visualSize.x, visualSize.y); + highp float maxSize = max(visualSize.x, visualSize.y); + highp 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; + highp float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; + highp 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); + highp float maxSize = max(visualSize.x, visualSize.y); + highp float minSize = min(visualSize.x, visualSize.y); #endif vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); vCornerRadius = min(vCornerRadius, minSize * 0.5); // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) - mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); + highp float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); + highp float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; + + // Set vertex margin as vAliasMargin if we need to make some more fragments for alias. +#ifdef IS_REQUIRED_BLUR + // Let we always increase alias margin for blur case + vertexMargin = 2.0 * vAliasMargin; +#else + // Do not increase margin if the minRadius is small enough rather than maxSize. + // TODO : We should change the magic parameter, 0.49 + vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius); +#endif #endif #ifdef IS_REQUIRED_BLUR - vPosition = aPosition * (visualSize + 2.0 * blurRadius); + vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin); vOptRectSize -= blurRadius + 1.0; #elif defined(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 + vertexMargin); vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) - vPosition = aPosition * visualSize; + vPosition = aPosition * (visualSize + vertexMargin); #else - mediump vec2 vPosition = aPosition * visualSize; + highp vec2 vPosition = aPosition * visualSize; #endif return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0); }