Some graphic driver doesn't support return statement at fragment shader's main.
THis patch just avoid that case with same logic
Change-Id: I6028836e03f01f0bc2f56e4a6f37f10f925ab5f3
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
OUT_COLOR = targetColor;
- return;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
- targetColor = convertBorderlineColor(targetColor);
+ targetColor = convertBorderlineColor(targetColor);
#endif
- OUT_COLOR = targetColor;
+ OUT_COLOR = targetColor;
#if IS_REQUIRED_BLUR
- mediump float opacity = calculateBlurOpacity();
- OUT_COLOR.a *= opacity;
+ mediump float opacity = calculateBlurOpacity();
+ OUT_COLOR.a *= opacity;
#elif IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR.a *= opacity;
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+#endif
+
+#if IS_REQUIRED_BLUR || IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ }
#endif
}
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
OUT_COLOR = textureColor;
- return;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+ textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor;
+ OUT_COLOR = textureColor;
#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR *= opacity;
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR *= opacity;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ }
#endif
}
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
OUT_COLOR = textureColor;
- return;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+ textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor;
+ OUT_COLOR = textureColor;
#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR.a *= opacity;
- OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+ OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ }
#endif
}