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-shader.frag;h=36a410420963cd5f6f2eaddc8f3cbaaa194a2b3f;hp=db23361502a9fe97deeab0635e7a4d777b538ddc;hb=6c0714272287978686a586369b1a909f27ab172d;hpb=aeddb4e028e43d5c25729f1b0e947c1138a8779d diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag index db23361..36a4104 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag @@ -9,15 +9,14 @@ INPUT mediump vec4 vCornerRadius; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +#ifdef IS_REQUIRED_BLUR +uniform mediump float blurRadius; +#elif defined(IS_REQUIRED_BORDERLINE) uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; uniform lowp vec4 uActorColor; #endif -#ifdef IS_REQUIRED_BLUR -uniform mediump float blurRadius; -#endif #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) @@ -58,7 +57,8 @@ void calculatePosition() { gFragmentPosition = abs(vPosition) - vRectSize; gCenterPosition = -gRadius; -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +#ifdef IS_REQUIRED_BLUR +#elif defined(IS_REQUIRED_BORDERLINE) gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5; #endif gDiff = gFragmentPosition - gCenterPosition; @@ -76,7 +76,10 @@ void setupMinMaxPotential() gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +#ifdef IS_REQUIRED_BLUR + gMaxInlinePotential = gMaxOutlinePotential; + gMinInlinePotential = gMinOutlinePotential; +#elif defined(IS_REQUIRED_BORDERLINE) gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth; gMinInlinePotential = gMinOutlinePotential - borderlineWidth; #else @@ -99,7 +102,8 @@ void PreprocessPotential() } #endif -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +#ifdef IS_REQUIRED_BLUR +#elif defined(IS_REQUIRED_BORDERLINE) lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { mediump float potential = gPotential; @@ -126,7 +130,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius. if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0) { - mediump float tCornerRadius = -gCenterPosition; + mediump float tCornerRadius = -gCenterPosition + gPotentialRange; mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange; mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange; if(potential > MaxTexturelinePotential) @@ -163,7 +167,8 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) } #endif -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_ROUNDED_CORNER) +#ifdef IS_REQUIRED_BLUR +#elif defined(IS_REQUIRED_ROUNDED_CORNER) mediump float calculateCornerOpacity() { mediump float potential = gPotential; @@ -269,7 +274,8 @@ void main() PreprocessPotential(); #endif -#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +#ifdef IS_REQUIRED_BLUR +#elif defined(IS_REQUIRED_BORDERLINE) targetColor = convertBorderlineColor(targetColor); #endif OUT_COLOR = targetColor;