1 #ifndef IS_REQUIRED_ROUNDED_CORNER
2 #define IS_REQUIRED_ROUNDED_CORNER 0
4 #ifndef IS_REQUIRED_BORDERLINE
5 #define IS_REQUIRED_BORDERLINE 0
8 INPUT mediump vec2 aPosition;
9 OUTPUT mediump vec2 vTexCoord;
10 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
11 OUTPUT mediump vec2 vPosition;
12 OUTPUT mediump vec2 vRectSize;
13 OUTPUT mediump vec2 vOptRectSize;
14 #if IS_REQUIRED_ROUNDED_CORNER
15 OUTPUT mediump vec4 vCornerRadius;
19 uniform highp mat4 uMvpMatrix;
20 uniform highp vec3 uSize;
21 uniform mediump vec4 pixelArea;
23 //Visual size and offset
24 uniform mediump vec2 offset;
25 uniform highp vec2 size;
26 uniform mediump vec4 offsetSizeMode;
27 uniform mediump vec2 origin;
28 uniform mediump vec2 anchorPoint;
29 #if IS_REQUIRED_BORDERLINE
30 uniform mediump float borderlineWidth;
31 uniform mediump float borderlineOffset;
33 #if IS_REQUIRED_ROUNDED_CORNER
34 uniform mediump vec4 cornerRadius;
35 uniform mediump float cornerRadiusPolicy;
37 uniform mediump vec2 extraSize;
39 vec4 ComputeVertexPosition()
41 vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize;
42 vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
44 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
45 vRectSize = visualSize * 0.5;
46 vOptRectSize = vRectSize;
49 #if IS_REQUIRED_ROUNDED_CORNER
50 #if IS_REQUIRED_BORDERLINE
51 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
53 mediump float minSize = min(visualSize.x, visualSize.y);
55 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
56 vCornerRadius = min(vCornerRadius, minSize * 0.5);
57 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
58 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
59 vOptRectSize -= 0.2929 * maxRadius + 1.0;
62 #if IS_REQUIRED_BORDERLINE
63 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
64 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
65 #elif IS_REQUIRED_ROUNDED_CORNER
66 vPosition = aPosition * visualSize;
68 mediump vec2 vPosition = aPosition * visualSize;
71 vTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
72 return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
77 gl_Position = uMvpMatrix * ComputeVertexPosition();