#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/native-image.h>
#include <dali/devel-api/images/texture-set-image.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/native-image.h>
#include <dali/devel-api/images/texture-set-image.h>
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uModelMatrix;\n
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uModelMatrix;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
uniform mediump vec3 uSize;\n
uniform mediump vec4 pixelArea;
varying mediump vec2 vTexCoord;\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
vec4 ComputeVertexPosition()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
vec4 ComputeVertexPosition()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
- vertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
- vertexPosition = uProjection * vertexPosition;\n
+ vec4 alignedVertexPosition = vertexPosition;\n
+ alignedVertexPosition.xy = floor ( vertexPosition.xy );\n // Pixel alignment
+ vertexPosition = uProjection * mix( vertexPosition, alignedVertexPosition, uPixelAligned );\n
mImpl->mRenderer = Renderer::New( geometry, shader );
DALI_ASSERT_DEBUG( textures );
mImpl->mRenderer.SetTextures( textures );
mImpl->mRenderer = Renderer::New( geometry, shader );
DALI_ASSERT_DEBUG( textures );
mImpl->mRenderer.SetTextures( textures );
+ // Search the Actor tree to find if Layer UI behaviour set.
+ Layer layer = actor.GetLayer();
+ if ( layer && layer.GetBehavior() == Layer::LAYER_3D )
+ {
+ // Layer 3D set, do not align pixels
+ mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );
+ }
+
if( mPixelArea != FULL_TEXTURE_RECT )
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
if( mPixelArea != FULL_TEXTURE_RECT )
{
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );