From: Eunki Hong Date: Fri, 3 Jun 2022 11:37:42 +0000 (+0000) Subject: Merge "Fix visual defect during text scroll" into devel/master X-Git-Tag: dali_2.1.26~11 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=8e8d63d501dc8c26f84932dfad3a9e3a9083cfb1;hp=351aecc36532fc5a38e14e670b67ac0cb657684c Merge "Fix visual defect during text scroll" into devel/master --- diff --git a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert index 6c2cd05..6ea160a 100644 --- a/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/text-scroller-shader.vert @@ -1,9 +1,9 @@ attribute mediump vec2 aPosition; varying highp vec2 vTexCoord; uniform highp vec3 uSize; -uniform mediump float uDelta; +uniform highp float uDelta; uniform mediump vec2 uTextureSize; -uniform mediump float uGap; +uniform highp float uGap; uniform mediump float uHorizontalAlign; uniform mediump float uVerticalAlign; @@ -18,13 +18,13 @@ uniform mediump vec2 anchorPoint; void main() { - mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy ); - mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw ); + highp vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy ); + highp vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw ); - vTexCoord.x = ( uDelta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5; - vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5; + vTexCoord.x = ( uDelta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + aPosition.x * visualSize.x - uGap * 0.5 ) / uTextureSize.x + 0.5; + vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + aPosition.y * visualSize.y ) / ( uTextureSize.y ) + 0.5; - mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 ); + highp vec4 vertexPosition = vec4( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy, 0.0, 1.0 ); gl_Position = uMvpMatrix * vertexPosition; } \ No newline at end of file