INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump float vCornerRadius;
+OUTPUT mediump vec2 vOptRectSize;
+OUTPUT mediump vec4 vCornerRadius;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-uniform mediump float cornerRadius;
+uniform mediump vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
vec4 ComputeVertexPosition()
mediump float minSize = min( visualSize.x, visualSize.y );
vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize / 2.0 - vCornerRadius;
- vCornerRadius = max( vCornerRadius, 1.0 );
+ vRectSize = visualSize / 2.0;
+ // optimize fragment shader
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
vPosition = aPosition* visualSize;
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}