-#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;
{
// potential is inside borderline range.
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+
+ // Muliply borderlineWidth to resolve very thin borderline
+ borderlineOpacity *= min(1.0, borderlineWidth / gPotentialRange);
}
- //calculate inside of borderline when outilneColor.a < 1.0
- if(borderlineColor.a < 1.0)
+ lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
+ lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a;
+ // NOTE : gradient-visual is always preMultiplied.
+ borderlineColorRGB *= borderlineColorAlpha;
+
+ // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color.
+ // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code.
+ // 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)
{
- // potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(borderlineColor.xyz, 0.0);
+ // potential is out of texture range.
+ textureColor = vec4(0.0);
}
- else if(potential > MinTexturelinePotential)
+ else
{
- // potential is in texture range
- textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ // potential is in texture range.
+ lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
+ textureColor.a *= textureAlphaScale;
+ textureColor.rgb *= textureAlphaScale;
}
- borderlineOpacity *= borderlineColor.a;
- return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+
+ // NOTE : gradient-visual is always preMultiplied.
+ borderlineColorAlpha *= borderlineOpacity;
+ borderlineColorRGB *= borderlineOpacity;
+ // We use pre-multiplied color to reduce operations.
+ // In here, textureColor and borderlineColorRGB is pre-multiplied color now.
+
+ // Manual blend operation with premultiplied colors.
+ // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a.
+ // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb
+ // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha)
+ // Else, return vec4((rgb*alpha) / alpha, alpha)
+
+ lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha);
+ lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb;
+ return vec4(finalMultipliedRGB, finalAlpha);
}
- return mix(textureColor, borderlineColor, borderlineOpacity);
+ return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity);
}
#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);
+#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);
+ 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 * uColor;
- return;
+ OUT_COLOR = textureColor;
}
- PreprocessPotential();
+ else
+ {
+ PreprocessPotential();
#endif
-#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+#ifdef IS_REQUIRED_BORDERLINE
+ textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor * uColor;
+ OUT_COLOR = textureColor;
-#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR *= opacity;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR *= opacity;
+#endif
+
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+ }
#endif
}