varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
// Set the color of the text to what it is animated to.
gl_FragColor = uTextColorAnimatable * textTexture * uColor * visualMixColor();
const char* FRAGMENT_SHADER_MULTI_COLOR_TEXT = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
gl_FragColor = textTexture * uColor * visualMixColor();
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump float textTexture = texture2D( sTexture, texCoord ).r;\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
+ mediump float textTexture = texture2D( sTexture, vTexCoord ).r;\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
// Draw the text as overlay above the style
gl_FragColor = ( uTextColorAnimatable * textTexture + styleTexture * ( 1.0 - textTexture ) ) * uColor * visualMixColor();\n
varying mediump vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
uniform sampler2D sStyle;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
// Draw the text as overlay above the style
uniform sampler2D sTexture;\n
uniform sampler2D sMask;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
// Set the color of non-transparent pixel in text to what it is animated to.
// Markup text with multiple text colors are not animated (but can be supported later on if required).
uniform sampler2D sMask;\n
uniform lowp float uHasMultipleTextColors;\n
uniform lowp vec4 uTextColorAnimatable;\n
- uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform lowp float opacity;\n
\n
void main()\n
{\n
- mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- mediump vec4 textTexture = texture2D( sTexture, texCoord );\n
- mediump vec4 styleTexture = texture2D( sStyle, texCoord );\n
- mediump float maskTexture = texture2D( sMask, texCoord ).r;\n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ mediump vec4 styleTexture = texture2D( sStyle, vTexCoord );\n
+ mediump float maskTexture = texture2D( sMask, vTexCoord ).r;\n
// Set the color of non-transparent pixel in text to what it is animated to.
// Markup text with multiple text colors are not animated (but can be supported later on if required).
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
- Vector4 atlasRect = FULL_TEXTURE_RECT;
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);