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Delete useless define of default shaders
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
graphics
/
shaders
/
color-visual-shader.vert
diff --git
a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
index
2798185
..
ea72bab
100644
(file)
--- a/
dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
+++ b/
dali-toolkit/internal/graphics/shaders/color-visual-shader.vert
@@
-1,19
+1,9
@@
-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef IS_REQUIRED_BLUR
-#define IS_REQUIRED_BLUR 0
-#endif
-
INPUT mediump vec2 aPosition;
INPUT mediump vec2 aPosition;
-#if
IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
+#if
def
IS_REQUIRED_ROUNDED_CORNER
OUTPUT mediump vec4 vCornerRadius;
#endif
#endif
OUTPUT mediump vec4 vCornerRadius;
#endif
#endif
@@
-27,14
+17,14
@@
uniform highp vec2 size;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-#if !
IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+#if !
defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
#endif
-#if IS_REQUIRED_BLUR
+#if
def
IS_REQUIRED_BLUR
uniform mediump float blurRadius;
#endif
uniform mediump float blurRadius;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
+#if
def
IS_REQUIRED_ROUNDED_CORNER
uniform mediump vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
uniform mediump vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
@@
-45,13
+35,13
@@
vec4 ComputeVertexPosition()
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
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 || IS_REQUIRED_BLUR
+#if
defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-#if !
IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+#if
def
IS_REQUIRED_ROUNDED_CORNER
+#if !
defined(IS_REQUIRED_BLUR) && defined(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);
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);
@@
-63,13
+53,13
@@
vec4 ComputeVertexPosition()
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#endif
-#if IS_REQUIRED_BLUR
+#if
def
IS_REQUIRED_BLUR
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
vOptRectSize -= blurRadius + 1.0;
vPosition = aPosition * (visualSize + 2.0 * blurRadius);
vOptRectSize -= blurRadius + 1.0;
-#elif
IS_REQUIRED_BORDERLINE
+#elif
defined(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;
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
+#elif
defined(IS_REQUIRED_ROUNDED_CORNER)
vPosition = aPosition * visualSize;
#else
mediump vec2 vPosition = aPosition * visualSize;
vPosition = aPosition * visualSize;
#else
mediump vec2 vPosition = aPosition * visualSize;