uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
+uniform lowp vec4 uActorColor;
#endif
#if IS_REQUIRED_BLUR
uniform mediump float blurRadius;
{
// potential is inside borderline range.
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+
+ // Muliply borderlineWidth to resolve very thin borderline
+ borderlineOpacity *= min(1.0, borderlineWidth);
}
- //calculate inside of borderline when outilneColor.a < 1.0
- if(borderlineColor.a < 1.0)
+ lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
+ lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a;
+ // NOTE : color-visual is always not preMultiplied.
+
+ // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color.
+ // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code.
+ // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius.
+ if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0)
{
mediump float tCornerRadius = -gCenterPosition;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
if(potential > MaxTexturelinePotential)
{
- // potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(borderlineColor.xyz, 0.0);
+ // potential is out of texture range.
+ textureColor = vec4(0.0);
}
- else if(potential > MinTexturelinePotential)
+ else
{
- // potential is in texture range
- textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ // potential is in texture range.
+ lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ textureColor.a *= textureAlphaScale;
+ textureColor.rgb *= textureColor.a;
}
- borderlineOpacity *= borderlineColor.a;
+
+ // NOTE : color-visual is always not preMultiplied.
+ borderlineColorAlpha *= borderlineOpacity;
+ borderlineColorRGB *= borderlineColorAlpha;
+ // We use pre-multiplied color to reduce operations.
+ // In here, textureColor and borderlineColorRGB is pre-multiplied color now.
+
+ // Manual blend operation with premultiplied colors.
+ // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a.
+ // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb
+ // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha)
+ // Else, return vec4((rgb*alpha) / alpha, alpha)
+
+ lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha);
+ lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb;
+ // TODO : Need to find some way without division
+ return vec4(finalMultipliedRGB / finalAlpha, finalAlpha);
}
- return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+ return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity);
}
#endif
// calculate borderline opacity by potential
if(potential > gMaxOutlinePotential)
{
- // potential is out of borderline range
- opacity = 0.0;
+ // potential is out of borderline range. just discard here
+ discard;
}
else if(potential > gMinOutlinePotential)
{
// solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2
#if IS_REQUIRED_ROUNDED_CORNER
- // NOTE : lowspec HW cannot calculate here. need to reduce numeric error
- mediump float A = (cr * cr - 2.0 * cy * cy);
- mediump float B = cy * (v.x + v.y);
- mediump float V = dot(v,v);
- mediump float D = B * B + A * V;
+ // Note : lowspec HW cannot calculate here. need to reduce numeric error
+ highp float A = (cr * cr - 2.0 * cy * cy);
+ highp float B = cy * (v.x + v.y);
+ highp float V = dot(v,v);
+ highp float D = B * B + A * V;
potential = V * (cr + cy) / (sqrt(D) + B);
#else
// We can simplify this value cause cy = 0.8 * blurRadius, cr = 1.2 * blurRadius
// potential = 5.0*(sqrt(4.0*(v.x+v.y)^2 + dot(v,v)) - 2.0*(v.x+v.y));
// = 10.0*(v.x+v.y) * (sqrt(1.0 + (length(v) / (2.0*(v.x+v.y)))^2) - 1.0);
// = 10.0*(v.x+v.y) * (sqrt(1.25 - x + x^2) - 1.0);
- // ~= 10.0*(v.x+v.y) * (0.11803399 - 0.44721360x + 0.35777088x^2 - 0.14310x^3 + O(x^4)) (Taylor series)
+ // ~= 10.0*(v.x+v.y) * (0.11803399 - 0.44721360x + 0.35777088x^2 - 0.14310x^3 + O(x^5)) (Taylor series)
// ~= -1.0557281 * (v.x + v.y) + 2.236068 * length(v) - ~~~ (here, x <= 0.5 * (1.0 - sqrt(0.5)) < 0.1464467)
// Note : This simplify need cause we should use it on lowspec HW.
mediump float x = 0.5 * (1.0 - length(v) / (v.x + v.y));
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
OUT_COLOR = targetColor;
- return;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
- targetColor = convertBorderlineColor(targetColor);
+ targetColor = convertBorderlineColor(targetColor);
#endif
- OUT_COLOR = targetColor;
+ OUT_COLOR = targetColor;
#if IS_REQUIRED_BLUR
- mediump float opacity = calculateBlurOpacity();
- OUT_COLOR.a *= opacity;
+ mediump float opacity = calculateBlurOpacity();
+ OUT_COLOR.a *= opacity;
#elif IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR.a *= opacity;
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+#endif
+
+#if IS_REQUIRED_BLUR || IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+ }
#endif
}