X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fimage-visual-shader.vert;h=e4db9ee6687fa29ac7e5e494e8e38ddb8d9c8595;hb=aeddb4e028e43d5c25729f1b0e947c1138a8779d;hp=fe0c35ca67d4c881cd77e0f14141be728b1687f6;hpb=35309f882c990c309b41aff6d11664c0c8637bb2;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..e4db9ee 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert @@ -1,5 +1,13 @@ INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vTexCoord; +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +OUTPUT mediump vec2 vPosition; +OUTPUT mediump vec2 vRectSize; +OUTPUT mediump vec2 vOptRectSize; +#ifdef IS_REQUIRED_ROUNDED_CORNER +OUTPUT mediump vec4 vCornerRadius; +#endif +#endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; @@ -11,17 +19,69 @@ uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; +#ifdef IS_REQUIRED_BORDERLINE +uniform mediump float borderlineWidth; +uniform mediump float borderlineOffset; +#endif +#ifdef IS_REQUIRED_ROUNDED_CORNER +uniform mediump vec4 cornerRadius; +uniform mediump float cornerRadiusPolicy; +#endif +#ifdef IS_REQUIRED_ALPHA_MASKING +OUTPUT mediump vec2 vMaskTexCoord; +uniform lowp float cropToMask; +uniform mediump vec2 maskTextureRatio; +#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 defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) + vRectSize = visualSize * 0.5; + vOptRectSize = vRectSize; +#endif + +#ifdef IS_REQUIRED_ROUNDED_CORNER +#ifdef 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 + +#ifdef 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 defined(IS_REQUIRED_ROUNDED_CORNER) + vPosition = aPosition * visualSize; +#else + mediump vec2 vPosition = aPosition * visualSize; +#endif + + vec4 finalPixelArea = pixelArea; +#ifdef IS_REQUIRED_ALPHA_MASKING + finalPixelArea = mix(pixelArea, + vec4( + vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio, + pixelArea.zw * maskTextureRatio + ), + cropToMask); + vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); +#endif + vTexCoord = finalPixelArea.xy + finalPixelArea.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 +}