X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fgradient-visual-shader.vert;h=b2b0864c7af5a79ba785193d6d8b4a0e8ad1fced;hb=25546b374e49d9454f4ce0004525a31b398f29a0;hp=928fd1ca80043c5366cfdf199826fbc5ee309a4d;hpb=d21f30a3fdd79b020221d6b065d957ea5ff5fc83;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert index 928fd1c..b2b0864 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.vert @@ -4,7 +4,6 @@ OUTPUT mediump vec2 vTexCoord; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; -OUTPUT mediump float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER OUTPUT mediump vec4 vCornerRadius; #endif @@ -14,11 +13,6 @@ uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump mat3 uAlignmentMatrix; -#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) -// 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 size; @@ -42,43 +36,28 @@ vec4 ComputeVertexPosition() #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) 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)); - - mediump float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BORDERLINE - mediump float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #else - mediump float maxSize = max(visualSize.x, visualSize.y); mediump 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)); - mediump 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. - // 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 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 + vertexMargin); - vertexPosition.xy *= (1.0 + ((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth + vertexMargin) / visualSize); + 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; #elif defined(IS_REQUIRED_ROUNDED_CORNER) - vPosition = aPosition * (visualSize + vertexMargin); + vPosition = aPosition * visualSize; #else mediump vec2 vPosition = aPosition * visualSize; #endif