uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
+uniform lowp vec4 uActorColor;
#endif
#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
}
+ lowp vec3 BorderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
+ lowp float BorderlineColorAlpha = borderlineColor.a * uActorColor.a;
+ // Gradient is always preMultiplied.
+ BorderlineColorRGB *= BorderlineColorAlpha;
+
//calculate inside of borderline when outilneColor.a < 1.0
if(borderlineColor.a < 1.0)
{
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ lowp vec3 BorderlineColorRGB = borderlineColor.xyz * borderlineColor.a;
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(borderlineColor.xyz, 0.0);
+ textureColor = vec4(BorderlineColorRGB, 0.0);
}
else if(potential > MinTexturelinePotential)
{
// potential is in texture range
- textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
}
+ // TODO : need to fix here when uColor.a = 0.0 and uActorColor.a != 0
borderlineOpacity *= borderlineColor.a;
+ return mix(textureColor, vec4(BorderlineColorRGB, 1.0), borderlineOpacity);
}
- return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+ return mix(textureColor, vec4(BorderlineColorRGB, BorderlineColorAlpha), borderlineOpacity);
}
#endif