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=78f8f22022d7c65857715ef7f84f74a51a2ece2f;hp=cb72c6778f7758010d42a56d21a497842c54b9b7;hb=48220839bdcedaca9d53cbd15aab66353187c14b;hpb=bd04df1ac18ac7446e95192724272d6a95f8e0eb diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag index cb72c67..78f8f22 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag @@ -25,6 +25,7 @@ uniform lowp vec3 mixColor; 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 @@ -122,6 +123,11 @@ 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; + // Gradient is always preMultiplied. + BorderlineColorRGB *= BorderlineColorAlpha; + //calculate inside of borderline when outilneColor.a < 1.0 if(borderlineColor.a < 1.0) { @@ -139,10 +145,11 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) // potential is in texture range textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential)); } + // 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); } - return mix(textureColor, borderlineColor, borderlineOpacity); + return mix(textureColor, vec4(BorderlineColorRGB, BorderlineColorAlpha), borderlineOpacity); } #endif @@ -171,16 +178,16 @@ mediump float calculateCornerOpacity() void main() { #if RADIAL - lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0); + 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); + lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor; #endif #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { - OUT_COLOR = textureColor * uColor; + OUT_COLOR = textureColor; return; } PreprocessPotential(); @@ -189,7 +196,7 @@ void main() #if IS_REQUIRED_BORDERLINE textureColor = convertBorderlineColor(textureColor); #endif - OUT_COLOR = textureColor * uColor; + OUT_COLOR = textureColor; #if IS_REQUIRED_ROUNDED_CORNER mediump float opacity = calculateCornerOpacity();