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 OUTPUT mediump float vAliasMargin;
8 #ifdef IS_REQUIRED_ROUNDED_CORNER
9 OUTPUT mediump vec4 vCornerRadius;
13 uniform highp mat4 uMvpMatrix;
14 uniform highp vec3 uSize;
15 uniform mediump vec4 pixelArea;
17 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
18 // Be used when we calculate anti-alias range near 1 pixel.
19 uniform highp vec3 uScale;
22 //Visual size and offset
23 uniform mediump vec2 offset;
24 uniform highp vec2 size;
25 uniform mediump vec4 offsetSizeMode;
26 uniform mediump vec2 origin;
27 uniform mediump vec2 anchorPoint;
28 #ifdef 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 #ifdef IS_REQUIRED_ALPHA_MASKING
37 OUTPUT mediump vec2 vMaskTexCoord;
38 uniform lowp float cropToMask;
39 uniform mediump vec2 maskTextureRatio;
41 uniform mediump vec2 extraSize;
43 vec4 ComputeVertexPosition()
45 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
46 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
48 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
49 vRectSize = visualSize * 0.5;
50 vOptRectSize = vRectSize;
52 // Set soft anti-alias range at most 10% of visual size.
53 // The range should be inverse proportion with scale of view.
54 // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%)
55 vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
57 mediump float vertexMargin = 0.0;
60 #ifdef IS_REQUIRED_BORDERLINE
61 // Extend size of visual by borderline.
62 mediump float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
65 #ifdef IS_REQUIRED_ROUNDED_CORNER
66 #ifdef IS_REQUIRED_BORDERLINE
67 mediump float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize;
68 mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
70 mediump float maxSize = max(visualSize.x, visualSize.y);
71 mediump float minSize = min(visualSize.x, visualSize.y);
73 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
74 vCornerRadius = min(vCornerRadius, minSize * 0.5);
75 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
76 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
77 mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
78 vOptRectSize -= 0.2929 * maxRadius + 1.0;
80 // Set vertex margin as vAliasMargin if we need to make some more fragments for alias.
81 // Do not increase margin if the minRadius is small enough rather than maxSize.
82 // TODO : We should change the magic parameter, 0.49
83 vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius);
86 #ifdef IS_REQUIRED_BORDERLINE
87 vPosition = aPosition * (visualSize + outerBorderlineSize + vertexMargin);
88 vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0;
89 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
90 vPosition = aPosition * (visualSize + vertexMargin);
92 mediump vec2 vPosition = aPosition * visualSize;
95 vec4 finalPixelArea = pixelArea;
96 #ifdef IS_REQUIRED_ALPHA_MASKING
97 finalPixelArea = mix(pixelArea,
99 vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio,
100 pixelArea.zw * maskTextureRatio
103 vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vec2(0.5) + aPosition.xy
104 #ifdef IS_REQUIRED_BORDERLINE
105 * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize)
106 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
107 * (1.0 + vertexMargin / visualSize)
111 vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy
112 #ifdef IS_REQUIRED_BORDERLINE
113 * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize)
114 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
115 * (1.0 + vertexMargin / visualSize)
119 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
124 gl_Position = uMvpMatrix * ComputeVertexPosition();