#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;
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
+#ifdef IS_REQUIRED_BLUR
+uniform mediump float blurRadius;
+#elif defined(IS_REQUIRED_BORDERLINE)
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
uniform lowp vec4 uActorColor;
#endif
-#ifdef IS_REQUIRED_BLUR
-uniform mediump float blurRadius;
-#endif
-
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
// Global values both rounded corner and borderline use
{
gFragmentPosition = abs(vPosition) - vRectSize;
gCenterPosition = -gRadius;
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
+#ifdef IS_REQUIRED_BLUR
+#elif defined(IS_REQUIRED_BORDERLINE)
gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
#endif
gDiff = gFragmentPosition - gCenterPosition;
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;
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
+#ifdef IS_REQUIRED_BLUR
+ gMaxInlinePotential = gMaxOutlinePotential;
+ gMinInlinePotential = gMinOutlinePotential;
+#elif defined(IS_REQUIRED_BORDERLINE)
gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
#else
#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()
}
#endif
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
+#ifdef IS_REQUIRED_BLUR
+#elif defined(IS_REQUIRED_BORDERLINE)
lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
{
mediump float potential = gPotential;
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;
// 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 tCornerRadius = -gCenterPosition + gPotentialRange;
mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
if(potential > MaxTexturelinePotential)
}
#endif
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_ROUNDED_CORNER)
+#ifdef IS_REQUIRED_BLUR
+#elif defined(IS_REQUIRED_ROUNDED_CORNER)
mediump float calculateCornerOpacity()
{
mediump float potential = gPotential;
PreprocessPotential();
#endif
-#if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
+#ifdef IS_REQUIRED_BLUR
+#elif defined(IS_REQUIRED_BORDERLINE)
targetColor = convertBorderlineColor(targetColor);
#endif
OUT_COLOR = targetColor;