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=ca94a2e2b4b3fb12df2ecc7dc6b679bdf1b94c13;hp=cf1eb08d8465b648d95ed7061473f3223baea69e;hb=a7947e5dc3202ed5da5414b8a8db685c8d422a7b;hpb=5f92c776b9859f17ef510946e12034b7fa4c6eda diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag index cf1eb08..ca94a2e 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag @@ -124,30 +124,49 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential); } - lowp vec3 BorderlineColorRGB = borderlineColor.rgb * uActorColor.rgb; - lowp float BorderlineColorAlpha = borderlineColor.a * uActorColor.a; - - //calculate inside of borderline when outilneColor.a < 1.0 - if(borderlineColor.a < 1.0) + lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb; + lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a; + // NOTE : color-visual is always not preMultiplied. + + // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color. + // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code. + // 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 MaxTexturelinePotential = tCornerRadius + gPotentialRange; mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange; if(potential > MaxTexturelinePotential) { - // potential is out of texture range. use borderline color instead of texture - textureColor = vec4(BorderlineColorRGB, 0.0); + // potential is out of texture range. + textureColor = vec4(0.0); } - else if(potential > MinTexturelinePotential) + else { - // potential is in texture range - textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential)); + // potential is in texture range. + lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential)); + textureColor.a *= textureAlphaScale; + textureColor.rgb *= textureColor.a; } - // TODO : need to fix here when uColor.a = 0.0 and uActorColor.a != 0 - borderlineOpacity *= borderlineColor.a; - return mix(textureColor, vec4(BorderlineColorRGB, 1.0), borderlineOpacity); + + // NOTE : color-visual is always not preMultiplied. + borderlineColorAlpha *= borderlineOpacity; + borderlineColorRGB *= borderlineColorAlpha; + // We use pre-multiplied color to reduce operations. + // In here, textureColor and borderlineColorRGB is pre-multiplied color now. + + // Manual blend operation with premultiplied colors. + // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a. + // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb + // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha) + // Else, return vec4((rgb*alpha) / alpha, alpha) + + lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha); + lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb; + // TODO : Need to find some way without division + return vec4(finalMultipliedRGB / finalAlpha, finalAlpha); } - return mix(textureColor, vec4(BorderlineColorRGB, BorderlineColorAlpha), borderlineOpacity); + return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity); } #endif