1 #ifndef IS_REQUIRED_ROUNDED_CORNER
2 #define IS_REQUIRED_ROUNDED_CORNER 0
4 #ifndef IS_REQUIRED_BORDERLINE
5 #define IS_REQUIRED_BORDERLINE 0
7 #ifndef IS_REQUIRED_BLUR
8 #define IS_REQUIRED_BLUR 0
11 INPUT mediump vec2 aPosition;
12 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
13 OUTPUT mediump vec2 vPosition;
14 OUTPUT mediump vec2 vRectSize;
15 OUTPUT mediump vec2 vOptRectSize;
16 #if IS_REQUIRED_ROUNDED_CORNER
17 OUTPUT mediump vec4 vCornerRadius;
21 uniform highp mat4 uMvpMatrix;
22 uniform highp vec3 uSize;
24 //Visual size and offset
25 uniform mediump vec2 offset;
26 uniform highp vec2 size;
27 uniform mediump vec4 offsetSizeMode;
28 uniform mediump vec2 origin;
29 uniform mediump vec2 anchorPoint;
30 #if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
31 uniform mediump float borderlineWidth;
32 uniform mediump float borderlineOffset;
35 uniform mediump float blurRadius;
37 #if IS_REQUIRED_ROUNDED_CORNER
38 uniform mediump vec4 cornerRadius;
39 uniform mediump float cornerRadiusPolicy;
41 uniform mediump vec2 extraSize;
43 vec4 ComputeVertexPosition()
45 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
46 vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
48 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
49 vRectSize = visualSize * 0.5;
50 vOptRectSize = vRectSize;
53 #if IS_REQUIRED_ROUNDED_CORNER
54 #if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
55 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
57 mediump float minSize = min(visualSize.x, visualSize.y);
59 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
60 vCornerRadius = min(vCornerRadius, minSize * 0.5);
61 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
62 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
63 vOptRectSize -= 0.2929 * maxRadius + 1.0;
67 vPosition = aPosition * (visualSize + 2.0 * blurRadius);
68 vOptRectSize -= blurRadius + 1.0;
69 #elif IS_REQUIRED_BORDERLINE
70 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
71 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
72 #elif IS_REQUIRED_ROUNDED_CORNER
73 vPosition = aPosition * visualSize;
75 mediump vec2 vPosition = aPosition * visualSize;
77 return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
82 gl_Position = uMvpMatrix * ComputeVertexPosition();