-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef RADIAL
-#define RADIAL 0
-#endif
-
INPUT mediump vec2 vTexCoord;
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
INPUT mediump vec2 vPosition;
INPUT mediump vec2 vRectSize;
INPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
+#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;
+
+#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;
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
uniform mediump float borderlineWidth;
uniform mediump float borderlineOffset;
uniform lowp vec4 borderlineColor;
uniform lowp vec4 uActorColor;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
// Global values both rounded corner and borderline use
// radius of rounded corner on this quadrant
void calculateCornerRadius()
{
-#if IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
gRadius =
mix(
mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
{
gFragmentPosition = abs(vPosition) - vRectSize;
gCenterPosition = -gRadius;
-#if IS_REQUIRED_BORDERLINE
+#ifdef 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 IS_REQUIRED_BORDERLINE
+#ifdef 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 IS_REQUIRED_BORDERLINE
+#ifdef 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 IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
mediump float calculateCornerOpacity()
{
mediump float potential = gPotential;
void main()
{
-#if RADIAL
- lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor;
+#ifdef RADIAL
+ 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
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
// skip most potential calculate for performance
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
OUT_COLOR = textureColor;
- return;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
+#endif
+
+#ifdef IS_REQUIRED_BORDERLINE
+ textureColor = convertBorderlineColor(textureColor);
#endif
+ OUT_COLOR = textureColor;
-#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR *= opacity;
#endif
- OUT_COLOR = textureColor;
-#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR *= opacity;
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+ }
#endif
}