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 highp 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_BORDERLINE
48 // Extend size of visual by borderline.
49 mediump float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
52 #ifdef IS_REQUIRED_ROUNDED_CORNER
53 #ifdef IS_REQUIRED_BORDERLINE
54 mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
56 mediump float minSize = min(visualSize.x, visualSize.y);
58 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
59 vCornerRadius = min(vCornerRadius, minSize * 0.5);
60 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
61 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
62 vOptRectSize -= 0.2929 * maxRadius + 1.0;
65 #ifdef IS_REQUIRED_BORDERLINE
66 vPosition = aPosition * (visualSize + outerBorderlineSize);
67 vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0;
68 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
69 vPosition = aPosition * visualSize;
71 mediump vec2 vPosition = aPosition * visualSize;
74 vec4 finalPixelArea = pixelArea;
75 #ifdef IS_REQUIRED_ALPHA_MASKING
76 finalPixelArea = mix(pixelArea,
78 vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio,
79 pixelArea.zw * maskTextureRatio
82 vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vec2(0.5) + aPosition.xy
83 #ifdef IS_REQUIRED_BORDERLINE
84 * (1.0 + outerBorderlineSize / visualSize)
88 vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy
89 #ifdef IS_REQUIRED_BORDERLINE
90 * (1.0 + outerBorderlineSize / visualSize)
94 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
99 gl_Position = uMvpMatrix * ComputeVertexPosition();