From: Adeel Kazmi Date: Thu, 25 Aug 2022 15:56:06 +0000 (+0000) Subject: Merge "Let CornerRadius / Borderline works on very small visual" into devel/master X-Git-Tag: dali_2.1.37~1 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=44464768afa3a04c3a107c4480b21a49d3a471dc;hp=7aba9babe679e95180fb1f80bb78cbf02a07ece2 Merge "Let CornerRadius / Borderline works on very small visual" into devel/master --- diff --git a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag index 36a4104..662121e 100644 --- a/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/color-visual-shader.frag @@ -71,7 +71,8 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = 1.0; + // Set soft anti-alias range at most 2% of visual size + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.02); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; @@ -118,7 +119,7 @@ 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; diff --git a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag index 1812cd3..0d24481 100644 --- a/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/gradient-visual-shader.frag @@ -69,7 +69,8 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = 1.0; + // Set soft anti-alias range at most 2% of visual size + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.02); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; @@ -113,7 +114,7 @@ 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; diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag index a0f39d9..cb5e765 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.frag @@ -99,7 +99,8 @@ void calculatePotential() void setupMinMaxPotential() { - gPotentialRange = 1.0; + // Set soft anti-alias range at most 2% of visual size + gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.02); gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; @@ -142,7 +143,7 @@ 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;