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=febc7768d99205d52a7f7fbe2e4e3fd7f9158a0b;hp=a30bf5e2d06074a9f763342094c962782c5ef584;hb=aeddb4e028e43d5c25729f1b0e947c1138a8779d;hpb=8e8d63d501dc8c26f84932dfad3a9e3a9083cfb1 diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag index a30bf5e..febc776 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 @@ -21,14 +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 @@ -52,7 +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), @@ -66,7 +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; @@ -84,7 +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 @@ -108,7 +98,7 @@ void PreprocessPotential() #endif -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { mediump float potential = gPotential; @@ -172,7 +162,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) } #endif -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER mediump float calculateCornerOpacity() { mediump float potential = gPotential; @@ -196,13 +186,13 @@ 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) { @@ -213,17 +203,17 @@ void main() PreprocessPotential(); #endif -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE textureColor = convertBorderlineColor(textureColor); #endif OUT_COLOR = textureColor; -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER mediump float opacity = calculateCornerOpacity(); OUT_COLOR *= opacity; #endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) } #endif }