X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fgraphics%2Fshaders%2Fimage-visual-shader.frag;h=703c649e280cb0c681438a725dad9e7b983aba6a;hp=b0dcfec0c7f3410f889b0086a119dfd81f2ec454;hb=70468ae7ba6b75df1db1063e9b3fcf0313ffd787;hpb=93ad73e0e2c46aca4c191a1e2f075061e167e8b5 diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index b0dcfec..703c649 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -36,6 +36,7 @@ uniform lowp float preMultipliedAlpha; uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; +uniform lowp vec4 uActorColor; #endif #if ATLAS_CUSTOM_WARP @@ -142,27 +143,53 @@ 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; + borderlineColorRGB *= mix(1.0, borderlineColorAlpha, preMultipliedAlpha); + + // 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(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 *= mix(textureColor.a, textureAlphaScale, preMultipliedAlpha); } - borderlineOpacity *= borderlineColor.a; + + borderlineColorAlpha *= borderlineOpacity; + borderlineColorRGB *= mix(borderlineColorAlpha, borderlineOpacity, preMultipliedAlpha); + // 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 * mix(1.0 / finalAlpha, 1.0, preMultipliedAlpha), finalAlpha); } - return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity); + return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity); } #endif @@ -199,26 +226,31 @@ void main() mediump vec2 texCoord = vTexCoord; #endif - lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 ); + lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor; #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; - return; } - PreprocessPotential(); + else + { + PreprocessPotential(); #endif #if IS_REQUIRED_BORDERLINE - textureColor = convertBorderlineColor(textureColor); + textureColor = convertBorderlineColor(textureColor); #endif - OUT_COLOR = textureColor; + OUT_COLOR = textureColor; #if IS_REQUIRED_ROUNDED_CORNER - mediump float opacity = calculateCornerOpacity(); - OUT_COLOR.a *= opacity; - OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); + mediump float opacity = calculateCornerOpacity(); + OUT_COLOR.a *= opacity; + OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); +#endif + +#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE + } #endif }