INPUT mediump vec2 vPosition;
INPUT mediump vec2 vRectSize;
INPUT mediump vec2 vOptRectSize;
+INPUT mediump float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
INPUT mediump vec4 vCornerRadius;
#endif
// scale factor to fit start and end position of gradient.
uniform mediump float uTextureCoordinateScaleFactor;
-#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
-// Be used when we calculate anti-alias range near 1 pixel.
-uniform highp vec3 uScale;
-#endif
-
uniform sampler2D sTexture; // sampler1D?
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
void setupMinMaxPotential()
{
- // 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));
+ gPotentialRange = vAliasMargin;
gMaxOutlinePotential = gRadius + gPotentialRange;
gMinOutlinePotential = gRadius - gPotentialRange;