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=a0f39d92c1c641e92bcce528281e11402ef534d8;hp=703c649e280cb0c681438a725dad9e7b983aba6a;hb=6c0714272287978686a586369b1a909f27ab172d;hpb=e0bfafc9a7517c366cd333099b8b8baccbb3fefb diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index 703c649..a0f39d9 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -1,30 +1,27 @@ -#ifndef IS_REQUIRED_ROUNDED_CORNER -#define IS_REQUIRED_ROUNDED_CORNER 0 -#endif -#ifndef IS_REQUIRED_BORDERLINE -#define IS_REQUIRED_BORDERLINE 0 -#endif -#ifndef ATLAS_DEFAULT_WARP -#define ATLAS_DEFAULT_WARP 0 -#endif -#ifndef ATLAS_CUSTOM_WARP -#define ATLAS_CUSTOM_WARP 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 uniform sampler2D sTexture; -#if ATLAS_DEFAULT_WARP +#ifdef IS_REQUIRED_YUV_TO_RGB +uniform sampler2D sTextureU; +uniform sampler2D sTextureV; +#endif + +#ifdef IS_REQUIRED_ALPHA_MASKING +uniform sampler2D sMaskTexture; +INPUT mediump vec2 vMaskTexCoord; +#endif + +#ifdef ATLAS_DEFAULT_WARP uniform mediump vec4 uAtlasRect; -#elif ATLAS_CUSTOM_WARP +#elif defined(ATLAS_CUSTOM_WARP) // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT; uniform lowp vec2 wrapMode; #endif @@ -32,14 +29,14 @@ uniform lowp vec2 wrapMode; uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; -#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 ATLAS_CUSTOM_WARP +#ifdef ATLAS_CUSTOM_WARP mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap ) { mediump float coord; @@ -51,7 +48,7 @@ mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp } #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 @@ -75,7 +72,7 @@ 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), @@ -89,7 +86,7 @@ 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; @@ -107,7 +104,7 @@ void setupMinMaxPotential() gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth; gMinInlinePotential = gMinOutlinePotential - borderlineWidth; #else @@ -130,7 +127,7 @@ void PreprocessPotential() } #endif -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { mediump float potential = gPotential; @@ -157,7 +154,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) // 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) @@ -193,7 +190,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) } #endif -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER mediump float calculateCornerOpacity() { mediump float potential = gPotential; @@ -215,20 +212,44 @@ mediump float calculateCornerOpacity() } #endif +#ifdef IS_REQUIRED_YUV_TO_RGB +lowp vec3 ConvertYuvToRgb(mediump vec2 texCoord) +{ + lowp float y = texture(sTexture, texCoord).r; + lowp float u = texture(sTextureU, texCoord).r - 0.5; + lowp float v = texture(sTextureV, texCoord).r - 0.5; + lowp vec3 rgb; + rgb.r = y + (1.403 * v); + rgb.g = y - (0.344 * u) - (0.714 * v); + rgb.b = y + (1.770 * u); + return rgb; +} +#endif + void main() { -#if ATLAS_DEFAULT_WARP +#ifdef ATLAS_DEFAULT_WARP mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw ); -#elif ATLAS_CUSTOM_WARP +#elif defined(ATLAS_CUSTOM_WARP) mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ), wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) ); #else mediump vec2 texCoord = vTexCoord; #endif +#ifdef IS_REQUIRED_YUV_TO_RGB + lowp vec4 textureColor = vec4(ConvertYuvToRgb(texCoord), 1.0) * vec4( mixColor, 1.0 ) * uColor; +#else lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor; +#endif + +#ifdef IS_REQUIRED_ALPHA_MASKING + mediump float maskAlpha = TEXTURE(sMaskTexture, vMaskTexCoord).a; + textureColor.a *= maskAlpha; + textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha); +#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) { @@ -239,18 +260,18 @@ 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.a *= opacity; OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); #endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) } #endif }