- void main()\n
- {\n
- gl_Position = uMvpMatrix * ComputeVertexPosition();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_BUTT_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI = 3.14159265359;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( dist * cos( start - M_PI_OVER_2 ), dist * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( dist * cos( end - M_PI_OVER_2 ), dist * sin( end - M_PI_OVER_2 ) );\n
- mediump float opacity = 1.0 - smoothstep( 0.0, 2.0, min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- opacity *= step( 0.0, thickness / 2.0 - abs( dist - radius ) );\n
- return opacity;\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_ROUND_CAP = DALI_COMPOSE_SHADER(
- varying mediump vec2 vPosition;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform mediump float thickness;\n
- uniform mediump float radius;\n
- uniform mediump float startAngle;\n
- uniform mediump float sweepAngle;\n
- \n
- const mediump float M_PI_OVER_2 = 1.57079632679;\n
- const mediump float M_PI_2 = 6.28318530718;\n
- \n
- mediump float GetOpacity()\n
- {\n
- mediump float start = radians( mod( startAngle, 360.0 ) );\n
- mediump float angle = mod( atan( vPosition.y, vPosition.x ) + M_PI_OVER_2 - start, M_PI_2 );\n
- mediump float dist = length( vPosition );\n
- if( angle <= radians( sweepAngle ) )\n
- {\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - ( abs( dist - radius ) ) );\n
- }\n
- mediump float end = radians( mod( startAngle + sweepAngle, 360.0 ) );\n
- mediump vec2 q0 = vec2( radius * cos( start - M_PI_OVER_2 ), radius * sin( start - M_PI_OVER_2 ) );\n
- mediump vec2 q1 = vec2( radius * cos( end - M_PI_OVER_2 ), radius * sin( end - M_PI_OVER_2 ) );\n
- return smoothstep( -1.0, 1.0, thickness / 2.0 - min( length( vPosition - q0 ), length( vPosition - q1 ) ) );\n
- }\n
- void main()\n
- {\n
- gl_FragColor = vec4( mixColor, 1.0 ) * uColor;\n
- gl_FragColor.a *= GetOpacity();\n
- }\n
-);
-
-}
-
-ArcVisualPtr ArcVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )