OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
+OUTPUT mediump float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
OUTPUT mediump vec4 vCornerRadius;
#endif
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
+#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
+
//Visual size and offset
uniform mediump vec2 offset;
uniform highp vec2 size;
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
+
+ // 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%)
+ vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
+
+ mediump float vertexMargin = 0.0;
#endif
#ifdef IS_REQUIRED_ROUNDED_CORNER
#ifdef IS_REQUIRED_BLUR
+ mediump float maxSize = max(visualSize.x, visualSize.y);
mediump float minSize = min(visualSize.x, visualSize.y);
#elif defined(IS_REQUIRED_BORDERLINE)
+ mediump float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
#else
+ mediump float maxSize = max(visualSize.x, visualSize.y);
mediump float minSize = min(visualSize.x, visualSize.y);
#endif
vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min(vCornerRadius, minSize * 0.5);
// Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
vOptRectSize -= 0.2929 * maxRadius + 1.0;
+
+ // Set vertex margin as vAliasMargin if we need to make some more fragments for alias.
+#ifdef IS_REQUIRED_BLUR
+ // Let we always increase alias margin for blur case
+ vertexMargin = 2.0 * vAliasMargin;
+#else
+ // Do not increase margin if the minRadius is small enough rather than maxSize.
+ // TODO : We should change the magic parameter, 0.49
+ vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius);
+#endif
#endif
#ifdef IS_REQUIRED_BLUR
- vPosition = aPosition * (visualSize + 2.0 * blurRadius);
+ vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin);
vOptRectSize -= blurRadius + 1.0;
#elif defined(IS_REQUIRED_BORDERLINE)
- vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth + vertexMargin);
vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
#elif defined(IS_REQUIRED_ROUNDED_CORNER)
- vPosition = aPosition * visualSize;
+ vPosition = aPosition * (visualSize + vertexMargin);
#else
mediump vec2 vPosition = aPosition * visualSize;
#endif