const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
uniform lowp vec4 borderColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = mixColor*borderColor*uColor;\n
+ gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n
}\n
);
const char* FRAGMENT_SHADER_ANTI_ALIASING = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
uniform lowp vec4 borderColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
uniform mediump float borderSize;\n
varying mediump float vAlpha;\n
\n
void main()\n
{\n
- gl_FragColor = mixColor*borderColor*uColor;\n
+ gl_FragColor = vec4(mixColor, opacity)*borderColor*uColor;\n
gl_FragColor.a *= smoothstep(0.0, 1.5, vAlpha)*smoothstep( borderSize+1.5, borderSize, vAlpha );\n
}\n
);
mBorderSizeIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
actor.AddRenderer( mImpl->mRenderer );
+
+ // Border Visual Generated and ready to display
+ ResourceReady();
}
void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
}
+void BorderVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
void BorderVisual::OnSetTransform()
{
if( mImpl->mRenderer )