varying mediump vec2 vTexCoord;
varying mediump vec2 vPosition;
varying mediump vec2 vRectSize;
-varying mediump float vCornerRadius;
+varying mediump vec2 vOptRectSize;
+varying mediump vec4 vCornerRadius;
//Visual size and offset
uniform mediump vec2 offset;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-uniform mediump float cornerRadius;
+uniform mediump vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- mediump float minSize = min( visualSize.x, visualSize.y );
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize * 0.5 - vCornerRadius;
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw);
+ vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+ mediump float minSize = min(visualSize.x, visualSize.y);
+ vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
+ vCornerRadius = min(vCornerRadius, minSize * 0.5);
+ vRectSize = visualSize * 0.5;
+ // Optimze fragment shader
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
+ vCornerRadius = max(vCornerRadius, 1.0);
vPosition = aPosition * visualSize;
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ return vec4((aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
}
void main()