1 INPUT mediump vec2 aPosition;
2 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
3 OUTPUT mediump vec2 vPosition;
4 OUTPUT mediump vec2 vRectSize;
5 OUTPUT mediump vec2 vOptRectSize;
6 #ifdef IS_REQUIRED_ROUNDED_CORNER
7 OUTPUT mediump vec4 vCornerRadius;
11 uniform highp mat4 uMvpMatrix;
12 uniform highp vec3 uSize;
14 //Visual size and offset
15 uniform mediump vec2 offset;
16 uniform highp vec2 size;
17 uniform mediump vec4 offsetSizeMode;
18 uniform mediump vec2 origin;
19 uniform mediump vec2 anchorPoint;
20 #ifdef IS_REQUIRED_BLUR
21 uniform mediump float blurRadius;
22 #elif defined(IS_REQUIRED_BORDERLINE)
23 uniform mediump float borderlineWidth;
24 uniform mediump float borderlineOffset;
26 #ifdef IS_REQUIRED_ROUNDED_CORNER
27 uniform highp vec4 cornerRadius;
28 uniform mediump float cornerRadiusPolicy;
30 uniform mediump vec2 extraSize;
32 vec4 ComputeVertexPosition()
34 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize;
35 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
37 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
38 vRectSize = visualSize * 0.5;
39 vOptRectSize = vRectSize;
42 #ifdef IS_REQUIRED_ROUNDED_CORNER
43 #ifdef IS_REQUIRED_BLUR
44 mediump float minSize = min(visualSize.x, visualSize.y);
45 #elif defined(IS_REQUIRED_BORDERLINE)
46 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
48 mediump float minSize = min(visualSize.x, visualSize.y);
50 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
51 vCornerRadius = min(vCornerRadius, minSize * 0.5);
52 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
53 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
54 vOptRectSize -= 0.2929 * maxRadius + 1.0;
57 #ifdef IS_REQUIRED_BLUR
58 vPosition = aPosition * (visualSize + 2.0 * blurRadius);
59 vOptRectSize -= blurRadius + 1.0;
60 #elif defined(IS_REQUIRED_BORDERLINE)
61 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
62 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
63 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
64 vPosition = aPosition * visualSize;
66 mediump vec2 vPosition = aPosition * visualSize;
68 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
73 gl_Position = uMvpMatrix * ComputeVertexPosition();