X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fimage-visual-shader.vert;h=21d4084af5c46d28b5408143096f928b7b9ea64d;hb=862dfd28532f834238394c7ec0a15069c9bd2188;hp=fe0c35ca67d4c881cd77e0f14141be728b1687f6;hpb=e4d638dd0b325673bbd504aef409676fc5593a9d;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert index fe0c35c..21d4084 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert @@ -1,5 +1,20 @@ +#ifndef IS_REQUIRED_ROUNDED_CORNER +#define IS_REQUIRED_ROUNDED_CORNER 0 +#endif +#ifndef IS_REQUIRED_BORDERLINE +#define IS_REQUIRED_BORDERLINE 0 +#endif + INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vTexCoord; +#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +OUTPUT mediump vec2 vPosition; +OUTPUT mediump vec2 vRectSize; +OUTPUT mediump vec2 vOptRectSize; +#if IS_REQUIRED_ROUNDED_CORNER +OUTPUT mediump vec4 vCornerRadius; +#endif +#endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; @@ -11,17 +26,53 @@ uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; +#if IS_REQUIRED_BORDERLINE +uniform mediump float borderlineWidth; +uniform mediump float borderlineOffset; +#endif +#if IS_REQUIRED_ROUNDED_CORNER +uniform mediump vec4 cornerRadius; +uniform mediump float cornerRadiusPolicy; +#endif uniform mediump vec2 extraSize; vec4 ComputeVertexPosition() { - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize; - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); - return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 ); + vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize; + vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy); + +#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE + vRectSize = visualSize * 0.5; + vOptRectSize = vRectSize; +#endif + +#if IS_REQUIRED_ROUNDED_CORNER +#if IS_REQUIRED_BORDERLINE + mediump 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); +#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)); + vOptRectSize -= 0.2929 * maxRadius + 1.0; +#endif + +#if IS_REQUIRED_BORDERLINE + vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth); + vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; +#elif IS_REQUIRED_ROUNDED_CORNER + vPosition = aPosition * visualSize; +#else + mediump vec2 vPosition = aPosition * visualSize; +#endif + + vTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); + return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); - vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) ); -} \ No newline at end of file +}