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 OUTPUT mediump float vAliasMargin;
7 #ifdef IS_REQUIRED_ROUNDED_CORNER
8 OUTPUT mediump vec4 vCornerRadius;
12 uniform highp mat4 uMvpMatrix;
13 uniform highp vec3 uSize;
15 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
16 // Be used when we calculate anti-alias range near 1 pixel.
17 uniform highp vec3 uScale;
20 //Visual size and offset
21 uniform mediump vec2 offset;
22 uniform highp vec2 size;
23 uniform mediump vec4 offsetSizeMode;
24 uniform mediump vec2 origin;
25 uniform mediump vec2 anchorPoint;
26 #ifdef IS_REQUIRED_BLUR
27 uniform mediump float blurRadius;
28 #elif defined(IS_REQUIRED_BORDERLINE)
29 uniform mediump float borderlineWidth;
30 uniform mediump float borderlineOffset;
32 #ifdef IS_REQUIRED_ROUNDED_CORNER
33 uniform highp vec4 cornerRadius;
34 uniform mediump float cornerRadiusPolicy;
36 uniform mediump vec2 extraSize;
38 vec4 ComputeVertexPosition()
40 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize;
41 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
43 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
44 vRectSize = visualSize * 0.5;
45 vOptRectSize = vRectSize;
47 // Set soft anti-alias range at most 10% of visual size.
48 // The range should be inverse proportion with scale of view.
49 // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%)
50 vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
52 mediump float vertexMargin = 0.0;
55 #ifdef IS_REQUIRED_ROUNDED_CORNER
56 #ifdef IS_REQUIRED_BLUR
57 mediump float maxSize = max(visualSize.x, visualSize.y);
58 mediump float minSize = min(visualSize.x, visualSize.y);
59 #elif defined(IS_REQUIRED_BORDERLINE)
60 mediump float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
61 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
63 mediump float maxSize = max(visualSize.x, visualSize.y);
64 mediump float minSize = min(visualSize.x, visualSize.y);
66 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
67 vCornerRadius = min(vCornerRadius, minSize * 0.5);
68 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
69 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
70 mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
71 vOptRectSize -= 0.2929 * maxRadius + 1.0;
73 // Set vertex margin as vAliasMargin if we need to make some more fragments for alias.
74 #ifdef IS_REQUIRED_BLUR
75 // Let we always increase alias margin for blur case
76 vertexMargin = 2.0 * vAliasMargin;
78 // Do not increase margin if the minRadius is small enough rather than maxSize.
79 // TODO : We should change the magic parameter, 0.49
80 vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius);
84 #ifdef IS_REQUIRED_BLUR
85 vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin);
86 vOptRectSize -= blurRadius + 1.0;
87 #elif defined(IS_REQUIRED_BORDERLINE)
88 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth + vertexMargin);
89 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
90 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
91 vPosition = aPosition * (visualSize + vertexMargin);
93 mediump vec2 vPosition = aPosition * visualSize;
95 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
100 gl_Position = uMvpMatrix * ComputeVertexPosition();