1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vTexCoord;
3 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
4 OUTPUT mediump vec2 vPosition;
5 OUTPUT mediump vec2 vRectSize;
6 OUTPUT mediump vec2 vOptRectSize;
7 #ifdef IS_REQUIRED_ROUNDED_CORNER
8 OUTPUT mediump vec4 vCornerRadius;
12 uniform highp mat4 uMvpMatrix;
13 uniform highp vec3 uSize;
14 uniform mediump mat3 uAlignmentMatrix;
16 //Visual size and offset
17 uniform mediump vec2 offset;
18 uniform highp vec2 size;
19 uniform mediump vec4 offsetSizeMode;
20 uniform mediump vec2 origin;
21 uniform mediump vec2 anchorPoint;
22 #ifdef IS_REQUIRED_BORDERLINE
23 uniform mediump float borderlineWidth;
24 uniform mediump float borderlineOffset;
26 #ifdef IS_REQUIRED_ROUNDED_CORNER
27 uniform mediump vec4 cornerRadius;
28 uniform mediump float cornerRadiusPolicy;
31 vec4 ComputeVertexPosition()
33 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw );
34 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
36 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
37 vRectSize = visualSize * 0.5;
38 vOptRectSize = vRectSize;
41 #ifdef IS_REQUIRED_ROUNDED_CORNER
42 #ifdef IS_REQUIRED_BORDERLINE
43 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
45 mediump float minSize = min(visualSize.x, visualSize.y);
47 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
48 vCornerRadius = min(vCornerRadius, minSize * 0.5);
49 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
50 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
51 vOptRectSize -= 0.2929 * maxRadius + 1.0;
54 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
55 #ifdef IS_REQUIRED_BORDERLINE
56 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
57 vertexPosition.xy *= (1.0 + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth / visualSize);
58 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
59 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
60 vPosition = aPosition * visualSize;
62 mediump vec2 vPosition = aPosition * visualSize;
66 vertexPosition.xyz *= uSize;
69 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
71 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
76 gl_Position = uMvpMatrix * ComputeVertexPosition();