#endif
#endif
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
+// Be used when we calculate anti-alias range near 1 pixel.
+uniform highp vec3 uScale;
+#endif
+
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
#ifdef IS_REQUIRED_BLUR
uniform lowp vec4 uActorColor;
#endif
-
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
// Global values both rounded corner and borderline use
void setupMinMaxPotential()
{
- gPotentialRange = 1.0;
+ // Set soft anti-alias range at most 10% of visual size.
+ // The range should be inverse proportion with scale of view.
+ // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%)
+ gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.2) / max(0.001, max(uScale.x, uScale.y));
gMaxOutlinePotential = gRadius + gPotentialRange;
gMinOutlinePotential = gRadius - gPotentialRange;
#endif
// reduce defect near edge of rounded corner.
- gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
- gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0);
+ gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0);
+ gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0);
}
void PreprocessPotential()
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
// Muliply borderlineWidth to resolve very thin borderline
- borderlineOpacity *= min(1.0, borderlineWidth);
+ borderlineOpacity *= min(1.0, borderlineWidth / gPotentialRange);
}
lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;