-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef ATLAS_DEFAULT_WARP
-#define ATLAS_DEFAULT_WARP 0
-#endif
-#ifndef ATLAS_CUSTOM_WARP
-#define ATLAS_CUSTOM_WARP 0
-#endif
-
INPUT mediump vec2 vTexCoord;
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || 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
+INPUT mediump float vAliasMargin;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
INPUT mediump vec4 vCornerRadius;
#endif
#endif
uniform sampler2D sTexture;
-#if ATLAS_DEFAULT_WARP
+#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
+uniform sampler2D sTextureU;
+uniform sampler2D sTextureV;
+#endif
+
+#ifdef IS_REQUIRED_ALPHA_MASKING
+uniform sampler2D sMaskTexture;
+uniform lowp float uYFlipMaskTexture;
+INPUT mediump vec2 vMaskTexCoord;
+#endif
+
+#ifdef ATLAS_DEFAULT_WARP
uniform mediump vec4 uAtlasRect;
-#elif ATLAS_CUSTOM_WARP
+#elif defined(ATLAS_CUSTOM_WARP)
// WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
uniform lowp vec2 wrapMode;
#endif
+
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER)
+uniform highp vec3 uScale;
+#endif
+
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
uniform lowp float preMultipliedAlpha;
-#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 ATLAS_CUSTOM_WARP
+#ifdef ATLAS_CUSTOM_WARP
mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )
{
mediump float coord;
}
#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || 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;
+ gPotentialRange = vAliasMargin;
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;
+ borderlineColorRGB *= mix(1.0, borderlineColorAlpha, preMultipliedAlpha);
+
+ // 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;
- lowp vec3 BorderlineColorRGB = borderlineColor.xyz;
- BorderlineColorRGB *= mix(1.0, borderlineColor.a, preMultipliedAlpha);
if(potential > MaxTexturelinePotential)
{
- // potential is out of texture range. use borderline color instead of texture
- textureColor = vec4(BorderlineColorRGB, 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(BorderlineColorRGB, 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 *= mix(textureColor.a, textureAlphaScale, preMultipliedAlpha);
}
- borderlineOpacity *= borderlineColor.a;
- return mix(textureColor, vec4(BorderlineColorRGB, 1.0), borderlineOpacity);
+
+ borderlineColorAlpha *= borderlineOpacity;
+ borderlineColorRGB *= mix(borderlineColorAlpha, borderlineOpacity, preMultipliedAlpha);
+ // 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;
+ // TODO : Need to find some way without division
+ return vec4(finalMultipliedRGB * mix(1.0 / finalAlpha, 1.0, preMultipliedAlpha), 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;
}
#endif
+#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
+lowp vec4 ConvertYuvToRgba(mediump vec2 texCoord)
+{
+#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB
+ // Special case when shader use YUV but actual textures are not YUV format.
+ // In this case, just resturn sTexture.
+ if(textureSize(sTextureU, 0) != textureSize(sTextureV, 0))
+ {
+ return texture(sTexture, texCoord);
+ }
+#endif
+
+ lowp float y = texture(sTexture, texCoord).r;
+ lowp float u = texture(sTextureU, texCoord).r - 0.5;
+ lowp float v = texture(sTextureV, texCoord).r - 0.5;
+ lowp vec4 rgba;
+ rgba.r = y + (1.403 * v);
+ rgba.g = y - (0.344 * u) - (0.714 * v);
+ rgba.b = y + (1.770 * u);
+ rgba.a = 1.0;
+ return rgba;
+}
+#endif
+
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+
+// Predefined values whether some macro defined or not.
+// Since we make debug codes replace by macro,
+// sharp if keyword cannot be used.
+// Instead, let we use bool values so we can use define checked in script
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = true;
+#else
+const bool IS_REQUIRED_ROUNDED_CORNER_BOOL = false;
+#endif
+#ifdef IS_REQUIRED_BORDERLINE
+const bool IS_REQUIRED_BORDERLINE_BOOL = true;
+#else
+const bool IS_REQUIRED_BORDERLINE_BOOL = false;
+#endif
+#ifdef IS_REQUIRED_YUV_TO_RGB
+const bool IS_REQUIRED_YUV_TO_RGB_BOOL = true;
+#else
+const bool IS_REQUIRED_YUV_TO_RGB_BOOL = false;
+#endif
+#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB
+const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = true;
+#else
+const bool IS_REQUIRED_UNIFIED_YUV_AND_RGB_BOOL = false;
+#endif
+#ifdef IS_REQUIRED_ALPHA_MASKING
+const bool IS_REQUIRED_ALPHA_MASKING_BOOL = true;
+#else
+const bool IS_REQUIRED_ALPHA_MASKING_BOOL = false;
+#endif
+#ifdef ATLAS_DEFAULT_WARP
+const bool ATLAS_DEFAULT_WARP_BOOL = true;
+#else
+const bool ATLAS_DEFAULT_WARP_BOOL = false;
+#endif
+#ifdef ATLAS_CUSTOM_WARP
+const bool ATLAS_CUSTOM_WARP_BOOL = true;
+#else
+const bool ATLAS_CUSTOM_WARP_BOOL = false;
+#endif
+
+// These lines in the shader may be replaced with actual definitions by the debug-image-visual-shader-script.json.
+// DEBUG_TRIGGER_CODE return bool type, and DEBUG_RATIO_CODE return float value which will be clamped between 0.0 and 1.0
+// If DEBUG_TRIGGER_CODE return true, it mean we will change final color's channel value.
+// If ratio is 0.0, debug color rate become MINIMUM_DEBUG_COLOR_RATE, and 1.0 than MAXIMUM_DEBUG_COLOR_RATE.
+#define MINIMUM_DEBUG_COLOR_RATE
+#define MAXIMUM_DEBUG_COLOR_RATE
+#define DEBUG_TRIGGER_RED_CODE
+#define DEBUG_TRIGGER_GREEN_CODE
+#define DEBUG_TRIGGER_BLUE_CODE
+#define DEBUG_RATIO_RED_CODE
+#define DEBUG_RATIO_GREEN_CODE
+#define DEBUG_RATIO_BLUE_CODE
+
+const mediump float gMinDebugColorRate = MINIMUM_DEBUG_COLOR_RATE;
+const mediump float gMaxDebugColorRate = MAXIMUM_DEBUG_COLOR_RATE;
+
+bool DebugTriggerRed(mediump vec4 originColor)
+{
+ DEBUG_TRIGGER_RED_CODE
+}
+
+bool DebugTriggerGreen(mediump vec4 originColor)
+{
+ DEBUG_TRIGGER_GREEN_CODE
+}
+
+bool DebugTriggerBlue(mediump vec4 originColor)
+{
+ DEBUG_TRIGGER_BLUE_CODE
+}
+
+mediump float DebugRatioRed(mediump vec4 originColor)
+{
+ DEBUG_RATIO_RED_CODE
+}
+
+mediump float DebugRatioGreen(mediump vec4 originColor)
+{
+ DEBUG_RATIO_GREEN_CODE
+}
+
+mediump float DebugRatioBlue(mediump vec4 originColor)
+{
+ DEBUG_RATIO_BLUE_CODE
+}
+
+mediump vec3 ApplyDebugMixColor(mediump vec4 originColor)
+{
+ mediump float debugColorRateRed = 0.0;
+ mediump float debugColorRateGreen = 0.0;
+ mediump float debugColorRateBlue = 0.0;
+
+ if(DebugTriggerRed(originColor))
+ {
+ debugColorRateRed = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioRed(originColor)));
+ }
+ if(DebugTriggerGreen(originColor))
+ {
+ debugColorRateGreen = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioGreen(originColor)));
+ }
+ if(DebugTriggerBlue(originColor))
+ {
+ debugColorRateBlue = mix(gMinDebugColorRate, gMaxDebugColorRate, smoothstep(0.0, 1.0, DebugRatioBlue(originColor)));
+ }
+
+ mediump float colorRate = max(debugColorRateRed, max(debugColorRateGreen, debugColorRateBlue));
+ mediump vec3 debugColor = vec3(debugColorRateRed, debugColorRateGreen, debugColorRateBlue);
+
+ debugColor *= mix(1.0, originColor.a, preMultipliedAlpha);
+
+ return originColor.rgb * (1.0 - colorRate) + debugColor;
+}
+#endif
+
void main()
{
-#if ATLAS_DEFAULT_WARP
+#ifdef ATLAS_DEFAULT_WARP
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
-#elif ATLAS_CUSTOM_WARP
+#elif defined(ATLAS_CUSTOM_WARP)
mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );
#else
mediump vec2 texCoord = vTexCoord;
#endif
- lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 );
+#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
+ lowp vec4 textureColor = ConvertYuvToRgba(texCoord) * vec4( mixColor, 1.0 ) * uColor;
+#else
+ lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor;
+#endif
+
+#ifdef IS_REQUIRED_ALPHA_MASKING
+ mediump vec2 maskTexCoord = vMaskTexCoord;
+ maskTexCoord.y = mix(maskTexCoord.y, 1.0-maskTexCoord.y, uYFlipMaskTexture);
+ mediump float maskAlpha = TEXTURE(sMaskTexture, maskTexCoord).a;
+ textureColor.a *= maskAlpha;
+ textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha);
+#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+#ifndef IS_REQUIRED_DEBUG_VISUAL_SHADER
// 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
+#endif
+ {
+ PreprocessPotential();
#endif
-#if IS_REQUIRED_BORDERLINE
- textureColor = convertBorderlineColor(textureColor);
+#ifdef IS_REQUIRED_BORDERLINE
+ textureColor = convertBorderlineColor(textureColor);
+#endif
+ OUT_COLOR = textureColor;
+
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+ mediump float opacity = calculateCornerOpacity();
+ OUT_COLOR.a *= opacity;
+ OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+#endif
+
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+ }
#endif
- OUT_COLOR = textureColor * uColor;
-#if IS_REQUIRED_ROUNDED_CORNER
- mediump float opacity = calculateCornerOpacity();
- OUT_COLOR.a *= opacity;
- OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+ OUT_COLOR.rgb = ApplyDebugMixColor(OUT_COLOR);
#endif
}