Revert "[Tizen] Fix shader compile crash issue"
authorEunki, Hong <eunkiki.hong@samsung.com>
Tue, 28 Jun 2022 04:41:32 +0000 (13:41 +0900)
committerEunki, Hong <eunkiki.hong@samsung.com>
Tue, 28 Jun 2022 04:41:32 +0000 (13:41 +0900)
This reverts commit 9222ae8d593d7eba74f2cbb608d20dc19d623c47.

dali-toolkit/internal/graphics/shaders/color-visual-shader.frag
dali-toolkit/internal/graphics/shaders/color-visual-shader.vert

index 7603982..db23361 100644 (file)
@@ -9,14 +9,15 @@ INPUT mediump vec4 vCornerRadius;
 
 uniform lowp vec4 uColor;
 uniform lowp vec3 mixColor;
-#ifdef IS_REQUIRED_BLUR
-uniform mediump float blurRadius;
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
 uniform mediump float borderlineWidth;
 uniform mediump float borderlineOffset;
 uniform lowp vec4 borderlineColor;
 uniform lowp vec4 uActorColor;
 #endif
+#ifdef IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#endif
 
 
 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
@@ -57,8 +58,7 @@ void calculatePosition()
 {
   gFragmentPosition = abs(vPosition) - vRectSize;
   gCenterPosition = -gRadius;
-#ifdef IS_REQUIRED_BLUR
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
   gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
 #endif
   gDiff = gFragmentPosition - gCenterPosition;
@@ -76,10 +76,7 @@ void setupMinMaxPotential()
   gMaxOutlinePotential = gRadius + gPotentialRange;
   gMinOutlinePotential = gRadius - gPotentialRange;
 
-#ifdef IS_REQUIRED_BLUR
-  gMaxInlinePotential = gMaxOutlinePotential;
-  gMinInlinePotential = gMinOutlinePotential;
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
   gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
   gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
 #else
@@ -102,8 +99,7 @@ void PreprocessPotential()
 }
 #endif
 
-#ifdef IS_REQUIRED_BLUR
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
 lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
 {
   mediump float potential = gPotential;
@@ -167,8 +163,7 @@ lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
 }
 #endif
 
-#ifdef IS_REQUIRED_BLUR
-#elif defined(IS_REQUIRED_ROUNDED_CORNER)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_ROUNDED_CORNER)
 mediump float calculateCornerOpacity()
 {
   mediump float potential = gPotential;
@@ -274,8 +269,7 @@ void main()
     PreprocessPotential();
 #endif
 
-#ifdef IS_REQUIRED_BLUR
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
     targetColor = convertBorderlineColor(targetColor);
 #endif
     OUT_COLOR = targetColor;
index 63ef338..f1688da 100644 (file)
@@ -17,12 +17,13 @@ uniform highp vec2 size;
 uniform mediump vec4 offsetSizeMode;
 uniform mediump vec2 origin;
 uniform mediump vec2 anchorPoint;
-#ifdef IS_REQUIRED_BLUR
-uniform mediump float blurRadius;
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
 uniform mediump float borderlineWidth;
 uniform mediump float borderlineOffset;
 #endif
+#ifdef IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#endif
 #ifdef IS_REQUIRED_ROUNDED_CORNER
 uniform mediump vec4 cornerRadius;
 uniform mediump float cornerRadiusPolicy;
@@ -40,9 +41,7 @@ vec4 ComputeVertexPosition()
 #endif
 
 #ifdef IS_REQUIRED_ROUNDED_CORNER
-#ifdef IS_REQUIRED_BLUR
-  mediump float minSize = min(visualSize.x, visualSize.y);
-#elif defined(IS_REQUIRED_BORDERLINE)
+#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
   mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
 #else
   mediump float minSize = min(visualSize.x, visualSize.y);