X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fgradient-visual-shader.frag;h=1812cd32d6b0110fb497409acc804858a0d88223;hp=305ff92d1ceffafcbe036cbac7a6ccb3689bc59e;hb=6c0714272287978686a586369b1a909f27ab172d;hpb=6ae6f36998b3be4efa1114e2df856e51628bf812 diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag index 305ff92..1812cd3 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag @@ -1,19 +1,9 @@ -#ifndef IS_REQUIRED_ROUNDED_CORNER -#define IS_REQUIRED_ROUNDED_CORNER 0 -#endif -#ifndef IS_REQUIRED_BORDERLINE -#define IS_REQUIRED_BORDERLINE 0 -#endif -#ifndef RADIAL -#define RADIAL 0 -#endif - INPUT mediump vec2 vTexCoord; -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif #endif @@ -21,13 +11,14 @@ INPUT mediump vec4 vCornerRadius; uniform sampler2D sTexture; // sampler1D? uniform lowp vec4 uColor; uniform lowp vec3 mixColor; -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; +uniform lowp vec4 uActorColor; #endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // Global values both rounded corner and borderline use // radius of rounded corner on this quadrant @@ -51,7 +42,7 @@ mediump float gMinInlinePotential = 0.0; void calculateCornerRadius() { -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER gRadius = mix( mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5), @@ -65,7 +56,7 @@ void calculatePosition() { gFragmentPosition = abs(vPosition) - vRectSize; gCenterPosition = -gRadius; -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5; #endif gDiff = gFragmentPosition - gCenterPosition; @@ -83,7 +74,7 @@ void setupMinMaxPotential() gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth; gMinInlinePotential = gMinOutlinePotential - borderlineWidth; #else @@ -107,7 +98,7 @@ void PreprocessPotential() #endif -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { mediump float potential = gPotential; @@ -120,31 +111,58 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { // potential is inside borderline range. borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential); + + // Muliply borderlineWidth to resolve very thin borderline + borderlineOpacity *= min(1.0, borderlineWidth); } - //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 : gradient-visual is always preMultiplied. + borderlineColorRGB *= borderlineColorAlpha; + + // 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 tCornerRadius = -gCenterPosition + gPotentialRange; 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(borderlineColor.xyz, 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(borderlineColor.xyz, 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 *= textureAlphaScale; } - borderlineOpacity *= borderlineColor.a; + + // NOTE : gradient-visual is always preMultiplied. + borderlineColorAlpha *= borderlineOpacity; + borderlineColorRGB *= borderlineOpacity; + // 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; + return vec4(finalMultipliedRGB, finalAlpha); } - return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity); + return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity); } #endif -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER mediump float calculateCornerOpacity() { mediump float potential = gPotential; @@ -155,8 +173,8 @@ mediump float calculateCornerOpacity() // calculate borderline opacity by potential if(potential > gMaxOutlinePotential) { - // potential is out of borderline range - opacity = 0.0; + // potential is out of borderline range. just discard here + discard; } else if(potential > gMinOutlinePotential) { @@ -168,29 +186,34 @@ mediump float calculateCornerOpacity() void main() { -#if RADIAL +#ifdef RADIAL lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor; #else lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor; #endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { OUT_COLOR = textureColor; - return; } - PreprocessPotential(); + else + { + PreprocessPotential(); +#endif + +#ifdef IS_REQUIRED_BORDERLINE + textureColor = convertBorderlineColor(textureColor); #endif + OUT_COLOR = textureColor; -#if IS_REQUIRED_BORDERLINE - textureColor = convertBorderlineColor(textureColor); +#ifdef IS_REQUIRED_ROUNDED_CORNER + mediump float opacity = calculateCornerOpacity(); + OUT_COLOR *= opacity; #endif - OUT_COLOR = textureColor; -#if IS_REQUIRED_ROUNDED_CORNER - mediump float opacity = calculateCornerOpacity(); - OUT_COLOR *= opacity; +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) + } #endif }