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
#endif
+// scale factor to fit start and end position of gradient.
+uniform mediump float uTextureCoordinateScaleFactor;
+
uniform sampler2D sTexture; // sampler1D?
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
void setupMinMaxPotential()
{
- gPotentialRange = 1.0;
+ gPotentialRange = vAliasMargin;
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;
// 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)
void main()
{
#ifdef RADIAL
- lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor;
+ mediump float radialTexCoord = ((length(vTexCoord) - 0.5) * uTextureCoordinateScaleFactor) + 0.5;
+ lowp vec4 textureColor = TEXTURE(sTexture, vec2(radialTexCoord, 0.5)) * vec4(mixColor, 1.0) * uColor;
#else
lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor;
#endif