-
-const char* VERTEX_SHADER =
- "INPUT mediump vec2 aPosition;\n"
-
- "uniform highp mat4 uMvpMatrix;\n"
- "uniform highp vec3 uSize;\n"
-
- "//Visual size and offset\n"
- "uniform mediump vec2 offset;\n"
- "uniform highp vec2 size;\n"
- "uniform mediump vec4 offsetSizeMode;\n"
- "uniform mediump vec2 origin;\n"
- "uniform mediump vec2 anchorPoint;\n"
- "uniform mediump vec2 extraSize;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
- " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
- " return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
- "}\n";
-
-
-const char* FRAGMENT_SHADER =
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
-
- "void main()\n"
- "{\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- "}\n";
-
-const char* VERTEX_SHADER_ROUNDED_CORNER =
- "INPUT mediump vec2 aPosition;\n"
- "OUTPUT mediump vec2 vPosition;\n"
- "OUTPUT mediump vec2 vRectSize;\n"
- "OUTPUT mediump float vCornerRadius;\n"
-
- "uniform highp mat4 uMvpMatrix;\n"
- "uniform highp vec3 uSize;\n"
-
- "//Visual size and offset\n"
- "uniform mediump vec2 offset;\n"
- "uniform highp vec2 size;\n"
- "uniform mediump vec2 extraSize;\n"
- "uniform mediump vec4 offsetSizeMode;\n"
- "uniform mediump vec2 origin;\n"
- "uniform mediump vec2 anchorPoint;\n"
- "uniform mediump float cornerRadius;\n"
- "uniform mediump float cornerRadiusPolicy;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n"
- " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
- " mediump float minSize = min( visualSize.x, visualSize.y );\n"
- " vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n"
- " vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n"
- " vRectSize = visualSize / 2.0 - vCornerRadius;\n"
- " vPosition = aPosition* visualSize;\n"
- " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
- "}\n";
-
-//float distance = length( max( abs( position - center ), size ) - size ) - radius;
-const char* FRAGMENT_SHADER_ROUNDED_CORNER =
- "INPUT mediump vec2 vPosition;\n"
- "INPUT mediump vec2 vRectSize;\n"
- "INPUT mediump float vCornerRadius;\n"
-
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
-
- "void main()\n"
- "{\n"
- " mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- " OUT_COLOR.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n"
- "}\n";
-
-const char* VERTEX_SHADER_BLUR_EDGE =
- "INPUT mediump vec2 aPosition;\n"
- "OUTPUT mediump vec2 vPosition;\n"
- "OUTPUT mediump vec2 vRectSize;\n"
-
- "uniform highp mat4 uMvpMatrix;\n"
- "uniform highp vec3 uSize;\n"
-
- "//Visual size and offset\n"
- "uniform mediump vec2 offset;\n"
- "uniform highp vec2 size;\n"
- "uniform mediump vec2 extraSize;\n"
- "uniform mediump vec4 offsetSizeMode;\n"
- "uniform mediump vec2 origin;\n"
- "uniform mediump vec2 anchorPoint;\n"
- "uniform mediump float blurRadius;\n"
-
- "vec4 ComputeVertexPosition()\n"
- "{\n"
- " vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n"
- " vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n"
- " vRectSize = visualSize / 2.0;\n"
- " vPosition = aPosition* visualSize;\n"
- " return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n"
- "}\n"
-
- "void main()\n"
- "{\n"
- " gl_Position = uMvpMatrix * ComputeVertexPosition();\n"
- "}\n";
-
-const char* FRAGMENT_SHADER_BLUR_EDGE =
- "INPUT mediump vec2 vPosition;\n"
- "INPUT mediump vec2 vRectSize;\n"
-
- "uniform lowp vec4 uColor;\n"
- "uniform lowp vec3 mixColor;\n"
- "uniform mediump float blurRadius;\n"
-
- "void main()\n"
- "{\n"
- " mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );\n"
- " OUT_COLOR = vec4(mixColor, 1.0) * uColor;\n"
- " OUT_COLOR.a *= blur.x * blur.y;\n"
- "}\n";
-
-}
-
-ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )