From bf4fa0a456a98fe87d9c5d87cd187c611c21d803 Mon Sep 17 00:00:00 2001 From: "Eunki, Hong" Date: Thu, 18 Aug 2022 13:46:02 +0900 Subject: [PATCH] Fix texture coordinate error when visualSize < 1.0 For 3D case, the size of visual can be smaller than 1.0. To avoid numeric error, we remove division by visualSize instead of borderline case. Change-Id: I8d689140c969d273df8fb21bd416f0a284f6ad9d Signed-off-by: Eunki, Hong --- .../graphics/shaders/image-visual-shader.vert | 23 +++++++++++++++++----- 1 file changed, 18 insertions(+), 5 deletions(-) diff --git a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert index 7443aa1..ceedb74 100644 --- a/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert +++ b/dali-toolkit/internal/graphics/shaders/image-visual-shader.vert @@ -44,9 +44,14 @@ vec4 ComputeVertexPosition() vOptRectSize = vRectSize; #endif +#ifdef IS_REQUIRED_BORDERLINE + // Extend size of visual by borderline. + mediump float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; +#endif + #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BORDERLINE - mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; + mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize; #else mediump float minSize = min(visualSize.x, visualSize.y); #endif @@ -58,8 +63,8 @@ vec4 ComputeVertexPosition() #endif #ifdef IS_REQUIRED_BORDERLINE - vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth); - vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; + vPosition = aPosition * (visualSize + outerBorderlineSize); + vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) vPosition = aPosition * visualSize; #else @@ -74,9 +79,17 @@ vec4 ComputeVertexPosition() pixelArea.zw * maskTextureRatio ), cropToMask); - vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); + vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vec2(0.5) + aPosition.xy +#ifdef IS_REQUIRED_BORDERLINE + * (1.0 + outerBorderlineSize / visualSize) +#endif + ); +#endif + vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy +#ifdef IS_REQUIRED_BORDERLINE + * (1.0 + outerBorderlineSize / visualSize) #endif - vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); + ); return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0); } -- 2.7.4