X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage-visual-shader-factory.cpp;h=beb4f096a5205b6ab2121fb2ea83f7978973d156;hp=d9f273c8dcd72226752f06c8c09c847de2eaf045;hb=07e964a770306dbd565c3c82e03b2f3a906163c4;hpb=b19cf78f1600ffa505de264f465865d18063dd5d diff --git a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp index d9f273c..beb4f09 100644 --- a/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp +++ b/dali-toolkit/internal/visuals/image-visual-shader-factory.cpp @@ -129,6 +129,7 @@ const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n \n //Visual size and offset uniform mediump vec2 offset;\n @@ -137,13 +138,17 @@ const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\n uniform mediump vec2 extraSize;\n \n vec4 ComputeVertexPosition()\n {\n vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - vRectSize = visualSize * 0.5 - cornerRadius;\n + mediump float minSize = min( visualSize.x, visualSize.y );\n + vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n + vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n + vRectSize = visualSize * 0.5 - vCornerRadius;\n vPosition = aPosition* visualSize;\n return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -160,15 +165,15 @@ const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( varying mediump vec2 vTexCoord;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n uniform sampler2D sTexture;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n uniform lowp float preMultipliedAlpha;\n \n void main()\n {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n mediump float opacity = 1.0 - smoothstep( -1.0, 1.0, dist );\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n gl_FragColor.a *= opacity;\n