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 vec4 pixelArea;
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;
30 #ifdef IS_REQUIRED_ALPHA_MASKING
31 OUTPUT mediump vec2 vMaskTexCoord;
32 uniform lowp float cropToMask;
33 uniform mediump vec2 maskTextureRatio;
35 uniform mediump vec2 extraSize;
37 vec4 ComputeVertexPosition()
39 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
40 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
42 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
43 vRectSize = visualSize * 0.5;
44 vOptRectSize = vRectSize;
47 #ifdef IS_REQUIRED_ROUNDED_CORNER
48 #ifdef IS_REQUIRED_BORDERLINE
49 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
51 mediump float minSize = min(visualSize.x, visualSize.y);
53 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
54 vCornerRadius = min(vCornerRadius, minSize * 0.5);
55 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
56 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
57 vOptRectSize -= 0.2929 * maxRadius + 1.0;
60 #ifdef IS_REQUIRED_BORDERLINE
61 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
62 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
63 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
64 vPosition = aPosition * visualSize;
66 mediump vec2 vPosition = aPosition * visualSize;
69 vec4 finalPixelArea = pixelArea;
70 #ifdef IS_REQUIRED_ALPHA_MASKING
71 finalPixelArea = mix(pixelArea,
73 vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio,
74 pixelArea.zw * maskTextureRatio
77 vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
79 vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
81 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
86 gl_Position = uMvpMatrix * ComputeVertexPosition();