X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fgradient%2Fgradient-visual.cpp;h=497dccd6e1a736c24187ca77394f9a6aa591eabc;hb=1b94b490ac40ab9e80ad85af483a307a0fcba645;hp=965bc17eee9ea4b736a11ecc55ac9d1df0961a81;hpb=03e2e025071eebc2329c96cec438815aeae7c09c;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp index 965bc17..497dccd 100644 --- a/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp +++ b/dali-toolkit/internal/visuals/gradient/gradient-visual.cpp @@ -88,14 +88,14 @@ const char* VERTEX_SHADER[] = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\n \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -120,14 +120,14 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\n \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -153,7 +153,7 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n @@ -162,7 +162,7 @@ DALI_COMPOSE_SHADER( \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -194,7 +194,7 @@ DALI_COMPOSE_SHADER( DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n uniform mediump mat3 uAlignmentMatrix;\n varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n @@ -203,7 +203,7 @@ DALI_COMPOSE_SHADER( \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -274,8 +274,15 @@ DALI_COMPOSE_SHADER( void main()\n {\n mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n - gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n - gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + if(dist > 1.0)\n + {\n + discard;\n + }\n + else\n + {\n + gl_FragColor = texture2D( sTexture, vec2( vTexCoord.y, 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n }\n ), @@ -292,8 +299,15 @@ DALI_COMPOSE_SHADER( void main()\n {\n mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n - gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n - gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + if(dist > 1.0)\n + {\n + discard;\n + }\n + else\n + {\n + gl_FragColor = texture2D( sTexture, vec2( length(vTexCoord), 0.5 ) ) * vec4(mixColor, 1.0) * uColor;\n + gl_FragColor *= 1.0 - smoothstep( -1.0, 1.0, dist );\n + }\n }\n ) }; @@ -374,7 +388,7 @@ void GradientVisual::OnSetTransform() } } -void GradientVisual::DoSetOnStage( Actor& actor ) +void GradientVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); @@ -589,7 +603,7 @@ void GradientVisual::GetStopOffsets(const Property::Value* value, Vector& } case Property::ARRAY: { - Property::Array* offsetArray = value->GetArray(); + const Property::Array* offsetArray = value->GetArray(); if( offsetArray ) { unsigned int numStop = offsetArray->Count();