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.vert;h=f1688da302e662bc77e37e680fbb3c84025f8216;hp=993d9d4b360aa9d9c71acb9d0b1222d0d9a59972;hb=16561908a5e0e9bbef2aa11c9cdc3a27aeb1bd54;hpb=67c2962f7cb1a545a6ad10b8147c8558cc6f45ca diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert index 993d9d4..f1688da 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.vert @@ -1,4 +1,12 @@ INPUT mediump vec2 aPosition; +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) +OUTPUT mediump vec2 vPosition; +OUTPUT mediump vec2 vRectSize; +OUTPUT mediump vec2 vOptRectSize; +#ifdef IS_REQUIRED_ROUNDED_CORNER +OUTPUT mediump vec4 vCornerRadius; +#endif +#endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; @@ -9,16 +17,57 @@ uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; +#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) +uniform mediump float borderlineWidth; +uniform mediump float borderlineOffset; +#endif +#ifdef IS_REQUIRED_BLUR +uniform mediump float blurRadius; +#endif +#ifdef IS_REQUIRED_ROUNDED_CORNER +uniform mediump vec4 cornerRadius; +uniform mediump float cornerRadiusPolicy; +#endif uniform mediump vec2 extraSize; vec4 ComputeVertexPosition() { - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize; - vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); - return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 ); + vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize; + vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); + +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) + vRectSize = visualSize * 0.5; + vOptRectSize = vRectSize; +#endif + +#ifdef IS_REQUIRED_ROUNDED_CORNER +#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) + mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; +#else + mediump float minSize = min(visualSize.x, visualSize.y); +#endif + vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); + vCornerRadius = min(vCornerRadius, minSize * 0.5); + // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) + mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); + vOptRectSize -= 0.2929 * maxRadius + 1.0; +#endif + +#ifdef IS_REQUIRED_BLUR + vPosition = aPosition * (visualSize + 2.0 * blurRadius); + vOptRectSize -= blurRadius + 1.0; +#elif defined(IS_REQUIRED_BORDERLINE) + vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth); + vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; +#elif defined(IS_REQUIRED_ROUNDED_CORNER) + vPosition = aPosition * visualSize; +#else + mediump vec2 vPosition = aPosition * visualSize; +#endif + return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); -} \ No newline at end of file +}