uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
+uniform lowp vec4 uActorColor;
#endif
#if ATLAS_CUSTOM_WARP
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
}
+ lowp vec3 BorderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
+ lowp float BorderlineColorAlpha = borderlineColor.a * uActorColor.a;
+ BorderlineColorRGB *= mix(1.0, BorderlineColorAlpha, preMultipliedAlpha);
+
//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;
- BorderlineColorRGB *= mix(1.0, borderlineColor.a, preMultipliedAlpha);
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range. use borderline color instead of texture
// potential is in texture range
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, borderlineColor, borderlineOpacity);
+ return mix(textureColor, vec4(BorderlineColorRGB, BorderlineColorAlpha), borderlineOpacity);
}
#endif
mediump vec2 texCoord = vTexCoord;
#endif
- lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 );
+ lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor;
#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
// skip most potential calculate for performance
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
- OUT_COLOR = textureColor * uColor;
+ OUT_COLOR = textureColor;
return;
}
PreprocessPotential();
#if IS_REQUIRED_BORDERLINE
textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor * uColor;
+ OUT_COLOR = textureColor;
#if IS_REQUIRED_ROUNDED_CORNER
mediump float opacity = calculateCornerOpacity();