X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fnpatch%2Fnpatch-visual.cpp;h=971c73d9cc70f9b4f3301e42324eb11e98ea88b8;hp=f61848c932a7c0c8e91a874fd6c5250f66a17a53;hb=d89ca5c663fa01a5b2e083f4141d90683e0a716a;hpb=08a5346b49f4ca8234bf97750e1e030ef89b2750 diff --git a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp index f61848c..971c73d 100755 --- a/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp +++ b/dali-toolkit/internal/visuals/npatch/npatch-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2018 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -141,15 +141,11 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sTexture;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n + \n void main()\n {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * visualMixColor();\n + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -160,13 +156,9 @@ const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( uniform sampler2D sMask;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform lowp float opacity;\n uniform lowp float preMultipliedAlpha;\n uniform mediump float auxiliaryImageAlpha;\n - lowp vec4 visualMixColor()\n - {\n - return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n - }\n + \n void main()\n {\n // Where mask image is transparent, all of background image must show through. @@ -179,7 +171,7 @@ const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER( mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha) + mask.rgb*mask.a * auxiliaryImageAlpha;\n - gl_FragColor = vec4(mixedColor,1.0) * uColor * visualMixColor();\n + gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n }\n ); @@ -429,7 +421,7 @@ void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const } NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL ), mLoader( factoryCache.GetNPatchLoader() ), mImageUrl(), mAuxiliaryUrl(),