void setupMinMaxPotential()
{
- gPotentialRange = 1.0;
+ // Set soft anti-alias range at most 2% of visual size
+ gPotentialRange = min(1.0, max(vRectSize.x, vRectSize.y) * 0.02);
gMaxOutlinePotential = gRadius + gPotentialRange;
gMinOutlinePotential = gRadius - gPotentialRange;
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)