X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fcolor-visual-blur-edge-shader.frag;h=a3bb80a6a3085dc79cb86e3e4219012896e2d498;hp=df817b260486a6cf10e748a8e8e83e8f2ebd1e39;hb=be75977689673c6a0467c051984f1b482f9f00b8;hpb=5f220b834bb3bfd53bf536485069addbaada1e39 diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.frag b/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.frag index df817b2..a3bb80a 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/color-visual-blur-edge-shader.frag @@ -1,6 +1,7 @@ INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; -INPUT mediump float vCornerRadius; +INPUT mediump vec2 vOptRectSize; +INPUT mediump vec4 vCornerRadius; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; @@ -9,20 +10,31 @@ uniform mediump float blurRadius; void main() { OUT_COLOR = vec4(mixColor, 1.0) * uColor; + if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) + { + return; + } + + mediump float radius = + mix( + mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5), + mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5), + sign(vPosition.y) * 0.5 + 0.5 + ); - mediump vec2 v = abs(vPosition) - vRectSize; - mediump float cy = vCornerRadius + blurRadius; - mediump float cr = vCornerRadius + blurRadius; + mediump vec2 v = abs(vPosition) - vRectSize + radius; + mediump float cy = radius + blurRadius; + mediump float cr = radius + blurRadius; - cy = min(cy, min(vRectSize.x, vRectSize.y)); + cy = min(cy, min(vRectSize.x, vRectSize.y) - radius); v = vec2(min(v.x, v.y), max(v.x, v.y)); v = v + cy; mediump float blur = 1.0; mediump float potential = 0.0; - mediump float alias = min(vCornerRadius, 1.0); - mediump float potentialMin = cy + vCornerRadius - blurRadius - alias; - mediump float potentialMax = cy + vCornerRadius + blurRadius + alias; + mediump float alias = min(radius, 1.0); + mediump float potentialMin = cy + radius - blurRadius - alias; + mediump float potentialMax = cy + radius + blurRadius + alias; // move center of circles for reduce defact mediump float cyDiff = min(cy, 0.2 * blurRadius);