gradient visual enable preMultipliedAlpha option in default.
Previous version of shader doesn't apply this information
so we fix it.
+
Remove some comments about relationship
between MixColor.alpha and BorderlineColor
ready for ACR
Change-Id: I175e70f670df0aefae0de7906bc0c6c0ad7a2c32
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
* @brief The color for the borderline of the visual.
* @details Name "borderlineColor", type Property::VECTOR4, animatable
* @note Default value is Color::BLACK.
* @brief The color for the borderline of the visual.
* @details Name "borderlineColor", type Property::VECTOR4, animatable
* @note Default value is Color::BLACK.
- * @note This color is affected by opacity.
*/
BORDERLINE_COLOR = OPACITY + 5,
*/
BORDERLINE_COLOR = OPACITY + 5,
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ lowp vec3 BorderlineColorRGB = borderlineColor.xyz * borderlineColor.a;
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range. use borderline color instead of texture
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(borderlineColor.xyz, 0.0);
+ textureColor = vec4(BorderlineColorRGB, 0.0);
}
else if(potential > MinTexturelinePotential)
{
// potential is in texture range
}
else if(potential > MinTexturelinePotential)
{
// potential is in texture range
- textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
}
borderlineOpacity *= borderlineColor.a;
}
borderlineOpacity *= borderlineColor.a;
- return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+ return mix(textureColor, vec4(BorderlineColorRGB, 1.0), borderlineOpacity);
}
return mix(textureColor, borderlineColor, borderlineOpacity);
}
}
return mix(textureColor, borderlineColor, borderlineOpacity);
}