#endif
uniform sampler2D sTexture;
-#ifdef IS_REQUIRED_YUV_TO_RGB
+#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
uniform sampler2D sTextureU;
uniform sampler2D sTextureV;
#endif
uniform lowp vec2 wrapMode;
#endif
+#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 lowp vec4 uColor;
uniform lowp vec3 mixColor;
uniform lowp float preMultipliedAlpha;
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;
#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;
}
#endif
-#ifdef IS_REQUIRED_YUV_TO_RGB
-lowp vec3 ConvertYuvToRgb(mediump vec2 texCoord)
+#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 vec3 rgb;
- rgb.r = y + (1.403 * v);
- rgb.g = y - (0.344 * u) - (0.714 * v);
- rgb.b = y + (1.770 * u);
- return rgb;
+ 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
mediump vec2 texCoord = vTexCoord;
#endif
-#ifdef IS_REQUIRED_YUV_TO_RGB
- lowp vec4 textureColor = vec4(ConvertYuvToRgb(texCoord), 1.0) * vec4( mixColor, 1.0 ) * uColor;
+#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