1 #ifndef IS_REQUIRED_ROUNDED_CORNER
2 #define IS_REQUIRED_ROUNDED_CORNER 0
4 #ifndef IS_REQUIRED_BORDERLINE
5 #define IS_REQUIRED_BORDERLINE 0
11 INPUT mediump vec2 aPosition;
12 OUTPUT mediump vec2 vTexCoord;
13 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
14 OUTPUT mediump vec2 vPosition;
15 OUTPUT mediump vec2 vRectSize;
16 OUTPUT mediump vec2 vOptRectSize;
17 #if IS_REQUIRED_ROUNDED_CORNER
18 OUTPUT mediump vec4 vCornerRadius;
22 uniform highp mat4 uMvpMatrix;
23 uniform highp vec3 uSize;
24 uniform mediump mat3 uAlignmentMatrix;
26 //Visual size and offset
27 uniform mediump vec2 offset;
28 uniform highp vec2 size;
29 uniform mediump vec4 offsetSizeMode;
30 uniform mediump vec2 origin;
31 uniform mediump vec2 anchorPoint;
32 #if IS_REQUIRED_BORDERLINE
33 uniform mediump float borderlineWidth;
34 uniform mediump float borderlineOffset;
36 #if IS_REQUIRED_ROUNDED_CORNER
37 uniform mediump vec4 cornerRadius;
38 uniform mediump float cornerRadiusPolicy;
41 vec4 ComputeVertexPosition()
43 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
44 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
46 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
47 vRectSize = visualSize * 0.5;
48 vOptRectSize = vRectSize;
51 #if IS_REQUIRED_ROUNDED_CORNER
52 #if IS_REQUIRED_BORDERLINE
53 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
55 mediump float minSize = min(visualSize.x, visualSize.y);
57 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
58 vCornerRadius = min(vCornerRadius, minSize * 0.5);
59 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
60 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
61 vOptRectSize -= 0.2929 * maxRadius + 1.0;
64 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
65 #if IS_REQUIRED_BORDERLINE
66 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
67 vertexPosition.xy *= (1.0 + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth / visualSize);
68 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
69 #elif IS_REQUIRED_ROUNDED_CORNER
70 vPosition = aPosition * visualSize;
72 mediump vec2 vPosition = aPosition * visualSize;
76 vertexPosition.xyz *= uSize;
79 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
81 return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
86 gl_Position = uMvpMatrix * ComputeVertexPosition();