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=cb5e765e47b2968c2ae544b8b2acf2495b13e6ae;hp=37f080f2553d8a998ed58f9482e82ffac59d6542;hb=HEAD;hpb=0b1004e57c35369617cfd0327baf22e8e27a994a diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index 37f080f..bf9f787 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -1,45 +1,53 @@ -#ifndef IS_REQUIRED_ROUNDED_CORNER -#define IS_REQUIRED_ROUNDED_CORNER 0 -#endif -#ifndef IS_REQUIRED_BORDERLINE -#define IS_REQUIRED_BORDERLINE 0 +INPUT mediump vec2 vTexCoord; +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +INPUT highp vec2 vPosition; +INPUT highp vec2 vRectSize; +INPUT highp vec2 vOptRectSize; +INPUT highp float vAliasMargin; +#ifdef IS_REQUIRED_ROUNDED_CORNER +INPUT highp vec4 vCornerRadius; #endif -#ifndef ATLAS_DEFAULT_WARP -#define ATLAS_DEFAULT_WARP 0 #endif -#ifndef ATLAS_CUSTOM_WARP -#define ATLAS_CUSTOM_WARP 0 +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER +#define DEBUG_EXTRA_VARYINGS +DEBUG_EXTRA_VARYINGS #endif -INPUT mediump vec2 vTexCoord; -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE -INPUT mediump vec2 vPosition; -INPUT mediump vec2 vRectSize; -INPUT mediump vec2 vOptRectSize; -#if IS_REQUIRED_ROUNDED_CORNER -INPUT mediump vec4 vCornerRadius; +uniform sampler2D sTexture; +#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB) +uniform sampler2D sTextureU; +uniform sampler2D sTextureV; #endif + +#ifdef IS_REQUIRED_ALPHA_MASKING +uniform sampler2D sMaskTexture; +uniform lowp float uYFlipMaskTexture; +INPUT mediump vec2 vMaskTexCoord; #endif -uniform sampler2D sTexture; -#if ATLAS_DEFAULT_WARP +#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 + +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) +uniform highp vec3 uScale; +#endif + uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; -#if IS_REQUIRED_BORDERLINE -uniform mediump float borderlineWidth; -uniform mediump float borderlineOffset; +#ifdef IS_REQUIRED_BORDERLINE +uniform highp float borderlineWidth; +uniform highp 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; @@ -51,31 +59,31 @@ mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp } #endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // Global values both rounded corner and borderline use // radius of rounded corner on this quadrant -mediump float gRadius = 0.0; +highp float gRadius = 0.0; // fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual -mediump vec2 gFragmentPosition = vec2(0.0, 0.0); +highp vec2 gFragmentPosition = vec2(0.0, 0.0); // center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition). -mediump float gCenterPosition = 0.0; +highp float gCenterPosition = 0.0; // relative coordinate of gFragmentPosition from gCenterPosition. -mediump vec2 gDiff = vec2(0.0, 0.0); +highp vec2 gDiff = vec2(0.0, 0.0); // potential value what our algorithm use. -mediump float gPotential = 0.0; +highp float gPotential = 0.0; // threshold of potential -mediump float gPotentialRange = 0.0; -mediump float gMaxOutlinePotential = 0.0; -mediump float gMinOutlinePotential = 0.0; -mediump float gMaxInlinePotential = 0.0; -mediump float gMinInlinePotential = 0.0; +highp float gPotentialRange = 0.0; +highp float gMaxOutlinePotential = 0.0; +highp float gMinOutlinePotential = 0.0; +highp float gMaxInlinePotential = 0.0; +highp 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 +97,7 @@ 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; @@ -102,12 +110,12 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = 1.0; + gPotentialRange = vAliasMargin; gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth; gMinInlinePotential = gMinOutlinePotential - borderlineWidth; #else @@ -116,8 +124,8 @@ void setupMinMaxPotential() #endif // reduce defect near edge of rounded corner. - gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0); - gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0); + gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0); + gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0); } void PreprocessPotential() @@ -130,10 +138,10 @@ void PreprocessPotential() } #endif -#if IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_BORDERLINE lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { - mediump float potential = gPotential; + highp float potential = gPotential; // default opacity of borderline is 0.0 mediump float borderlineOpacity = 0.0; @@ -145,7 +153,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential); // Muliply borderlineWidth to resolve very thin borderline - borderlineOpacity *= min(1.0, borderlineWidth); + borderlineOpacity *= min(1.0, borderlineWidth / gPotentialRange); } lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb; @@ -157,9 +165,9 @@ 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 MaxTexturelinePotential = tCornerRadius + gPotentialRange; - mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange; + highp float tCornerRadius = -gCenterPosition + gPotentialRange; + highp float MaxTexturelinePotential = tCornerRadius + gPotentialRange; + highp float MinTexturelinePotential = tCornerRadius - gPotentialRange; if(potential > MaxTexturelinePotential) { // potential is out of texture range. @@ -193,10 +201,10 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor) } #endif -#if IS_REQUIRED_ROUNDED_CORNER +#ifdef IS_REQUIRED_ROUNDED_CORNER mediump float calculateCornerOpacity() { - mediump float potential = gPotential; + highp float potential = gPotential; // default opacity is 1.0 mediump float opacity = 1.0; @@ -215,37 +223,203 @@ mediump float calculateCornerOpacity() } #endif +#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB) +lowp vec4 ConvertYuvToRgba(mediump vec2 texCoord) +{ +#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB + // Special case when shader use YUV but actual textures are not YUV format. + // In this case, just resturn sTexture. + if(textureSize(sTextureU, 0) != textureSize(sTextureV, 0)) + { + return texture(sTexture, texCoord); + } +#endif + + 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 vec4 rgba; + rgba.r = y + (1.403 * v); + rgba.g = y - (0.344 * u) - (0.714 * v); + rgba.b = y + (1.770 * u); + rgba.a = 1.0; + return rgba; +} +#endif + +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER + +// Predefined values whether some macro defined or not. +// Since we make debug codes replace by macro, +// sharp if keyword cannot be used. +// Instead, let we use bool values so we can use define checked in script +#ifdef IS_REQUIRED_ROUNDED_CORNER +const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = true; +#else +const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = false; +#endif +#ifdef IS_REQUIRED_BORDERLINE +const bool IS_REQUIRED_BORDERLINE_BOOL = true; +#else +const bool IS_REQUIRED_BORDERLINE_BOOL = false; +#endif +#ifdef IS_REQUIRED_YUV_TO_RGB +const bool IS_REQUIRED_YUV_TO_RGB_BOOL = true; +#else +const bool IS_REQUIRED_YUV_TO_RGB_BOOL = false; +#endif +#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB +const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = true; +#else +const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = false; +#endif +#ifdef IS_REQUIRED_ALPHA_MASKING +const bool IS_REQUIRED_ALPHA_MASKING_BOOL = true; +#else +const bool IS_REQUIRED_ALPHA_MASKING_BOOL = false; +#endif +#ifdef ATLAS_DEFAULT_WARP +const bool ATLAS_DEFAULT_WARP_BOOL = true; +#else +const bool ATLAS_DEFAULT_WARP_BOOL = false; +#endif +#ifdef ATLAS_CUSTOM_WARP +const bool ATLAS_CUSTOM_WARP_BOOL = true; +#else +const bool ATLAS_CUSTOM_WARP_BOOL = false; +#endif + +// These lines in the shader may be replaced with actual definitions by the debug-image-visual-shader-script.json. +// DEBUG_TRIGGER_CODE return bool type, and DEBUG_RATIO_CODE return float value which will be clamped between 0.0 and 1.0 +// If DEBUG_TRIGGER_CODE return true, it mean we will change final color's channel value. +// If ratio is 0.0, debug color rate become MINIMUM_DEBUG_COLOR_RATE, and 1.0 than MAXIMUM_DEBUG_COLOR_RATE. +#define MINIMUM_DEBUG_COLOR_RATE +#define MAXIMUM_DEBUG_COLOR_RATE +#define DEBUG_TRIGGER_RED_CODE +#define DEBUG_TRIGGER_GREEN_CODE +#define DEBUG_TRIGGER_BLUE_CODE +#define DEBUG_RATIO_RED_CODE +#define DEBUG_RATIO_GREEN_CODE +#define DEBUG_RATIO_BLUE_CODE +#define DEBUG_EXTRA_UNIFORMS + +DEBUG_EXTRA_UNIFORMS + +const mediump float gMinDebugColorRate = MINIMUM_DEBUG_COLOR_RATE; +const mediump float gMaxDebugColorRate = MAXIMUM_DEBUG_COLOR_RATE; + +bool DebugTriggerRed(mediump vec4 originColor) +{ + DEBUG_TRIGGER_RED_CODE +} + +bool DebugTriggerGreen(mediump vec4 originColor) +{ + DEBUG_TRIGGER_GREEN_CODE +} + +bool DebugTriggerBlue(mediump vec4 originColor) +{ + DEBUG_TRIGGER_BLUE_CODE +} + +mediump float DebugRatioRed(mediump vec4 originColor) +{ + DEBUG_RATIO_RED_CODE +} + +mediump float DebugRatioGreen(mediump vec4 originColor) +{ + DEBUG_RATIO_GREEN_CODE +} + +mediump float DebugRatioBlue(mediump vec4 originColor) +{ + DEBUG_RATIO_BLUE_CODE +} + +mediump vec3 ApplyDebugMixColor(mediump vec4 originColor) +{ + mediump float debugColorRateRed = 0.0; + mediump float debugColorRateGreen = 0.0; + mediump float debugColorRateBlue = 0.0; + + if(DebugTriggerRed(originColor)) + { + debugColorRateRed = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioRed(originColor))); + } + if(DebugTriggerGreen(originColor)) + { + debugColorRateGreen = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioGreen(originColor))); + } + if(DebugTriggerBlue(originColor)) + { + debugColorRateBlue = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioBlue(originColor))); + } + + mediump float colorRate = max(debugColorRateRed, max(debugColorRateGreen, debugColorRateBlue)); + mediump vec3 debugColor = vec3(debugColorRateRed, debugColorRateGreen, debugColorRateBlue); + + debugColor *= mix(1.0, originColor.a, preMultipliedAlpha); + + return originColor.rgb * (1.0 - colorRate) + debugColor; +} +#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 +#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB) + lowp vec4 textureColor = ConvertYuvToRgba(texCoord) * vec4( mixColor, 1.0 ) * uColor; +#else lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor; +#endif -#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE +#ifdef IS_REQUIRED_ALPHA_MASKING + mediump vec2 maskTexCoord = vMaskTexCoord; + maskTexCoord.y = mix(maskTexCoord.y, 1.0-maskTexCoord.y, uYFlipMaskTexture); + mediump float maskAlpha = TEXTURE(sMaskTexture, maskTexCoord).a; + textureColor.a *= maskAlpha; + textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha); +#endif + +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) +#ifndef IS_REQUIRED_DEBUG_VISUAL_SHADER // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { OUT_COLOR = textureColor; - return; } - PreprocessPotential(); + else +#endif + { + PreprocessPotential(); #endif -#if IS_REQUIRED_BORDERLINE - textureColor = convertBorderlineColor(textureColor); +#ifdef IS_REQUIRED_BORDERLINE + textureColor = convertBorderlineColor(textureColor); +#endif + OUT_COLOR = textureColor; + +#ifdef IS_REQUIRED_ROUNDED_CORNER + mediump float opacity = calculateCornerOpacity(); + OUT_COLOR.a *= opacity; + OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); +#endif + +#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) + } #endif - OUT_COLOR = textureColor; -#if IS_REQUIRED_ROUNDED_CORNER - mediump float opacity = calculateCornerOpacity(); - OUT_COLOR.a *= opacity; - OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); +#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER + OUT_COLOR.rgb = ApplyDebugMixColor(OUT_COLOR); #endif }