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=df817b260486a6cf10e748a8e8e83e8f2ebd1e39;hp=f2025a76d1ed0bee9d59fc140d2fec6f8f496634;hb=4ac6c8f30c89b605f18ad7dd3e0e5a1f13b1d416;hpb=e4d638dd0b325673bbd504aef409676fc5593a9d 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 f2025a7..df817b2 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 @@ -1,5 +1,6 @@ INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; +INPUT mediump float vCornerRadius; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; @@ -7,7 +8,55 @@ uniform mediump float blurRadius; void main() { - mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) ); OUT_COLOR = vec4(mixColor, 1.0) * uColor; - OUT_COLOR.a *= blur.x * blur.y; -} \ No newline at end of file + + mediump vec2 v = abs(vPosition) - vRectSize; + mediump float cy = vCornerRadius + blurRadius; + mediump float cr = vCornerRadius + blurRadius; + + cy = min(cy, min(vRectSize.x, vRectSize.y)); + 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; + + // move center of circles for reduce defact + mediump float cyDiff = min(cy, 0.2 * blurRadius); + cy -= cyDiff; + cr += cyDiff; + + mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x; + + if(diffFromBaseline > 0.0) + { + // out of calculation bound. + potential = v.y; + + // for anti-alias when blurRaidus = 0.0 + mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy)); + mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale); + potentialMin += potentialDiff; + potentialMax -= potentialDiff; + } + else + { + // get some circle centered (x, x) and radius (r = cr / cy * x) + // s.t. point v is on that circle + // highest point of that circle is (x, x + r) and potential is x + r + + // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2 + + mediump float A = (cr * cr - 2.0 * cy * cy); + mediump float B = cy * (v.x + v.y); + mediump float V = dot(v,v); + mediump float D = B * B + A * V; + potential = V * (cr + cy) / (sqrt(D) + B); + } + + blur = 1.0 - smoothstep(potentialMin, potentialMax, potential); + OUT_COLOR.a *= blur; +}