INPUT mediump vec2 vTexCoord;
-#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
-INPUT mediump vec2 vPosition;
-INPUT mediump vec2 vRectSize;
-INPUT mediump vec2 vOptRectSize;
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+INPUT highp vec2 vPosition;
+INPUT highp vec2 vRectSize;
+INPUT highp vec2 vOptRectSize;
+INPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-INPUT mediump vec4 vCornerRadius;
+INPUT highp vec4 vCornerRadius;
#endif
#endif
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+#define DEBUG_EXTRA_VARYINGS
+DEBUG_EXTRA_VARYINGS
+#endif
uniform sampler2D sTexture;
#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
#ifdef IS_REQUIRED_ALPHA_MASKING
uniform sampler2D sMaskTexture;
+uniform lowp float uYFlipMaskTexture;
INPUT mediump vec2 vMaskTexCoord;
#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.
+
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER)
uniform highp vec3 uScale;
#endif
uniform lowp vec3 mixColor;
uniform lowp float preMultipliedAlpha;
#ifdef IS_REQUIRED_BORDERLINE
-uniform mediump float borderlineWidth;
-uniform mediump float borderlineOffset;
+uniform highp float borderlineWidth;
+uniform highp float borderlineOffset;
uniform lowp vec4 borderlineColor;
uniform lowp vec4 uActorColor;
#endif
}
#endif
-#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(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
-mediump float gRadius = 0.0;
+highp float gRadius = 0.0;
// fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual
-mediump vec2 gFragmentPosition = vec2(0.0, 0.0);
+highp vec2 gFragmentPosition = vec2(0.0, 0.0);
// center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
-mediump float gCenterPosition = 0.0;
+highp float gCenterPosition = 0.0;
// relative coordinate of gFragmentPosition from gCenterPosition.
-mediump vec2 gDiff = vec2(0.0, 0.0);
+highp vec2 gDiff = vec2(0.0, 0.0);
// potential value what our algorithm use.
-mediump float gPotential = 0.0;
+highp float gPotential = 0.0;
// threshold of potential
-mediump float gPotentialRange = 0.0;
-mediump float gMaxOutlinePotential = 0.0;
-mediump float gMinOutlinePotential = 0.0;
-mediump float gMaxInlinePotential = 0.0;
-mediump float gMinInlinePotential = 0.0;
+highp float gPotentialRange = 0.0;
+highp float gMaxOutlinePotential = 0.0;
+highp float gMinOutlinePotential = 0.0;
+highp float gMaxInlinePotential = 0.0;
+highp float gMinInlinePotential = 0.0;
void calculateCornerRadius()
{
void setupMinMaxPotential()
{
- // 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));
+ gPotentialRange = vAliasMargin;
gMaxOutlinePotential = gRadius + gPotentialRange;
gMinOutlinePotential = gRadius - gPotentialRange;
#ifdef IS_REQUIRED_BORDERLINE
lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
{
- mediump float potential = gPotential;
+ highp float potential = gPotential;
// default opacity of borderline is 0.0
mediump float borderlineOpacity = 0.0;
// 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 + gPotentialRange;
- mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
- mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
+ highp float tCornerRadius = -gCenterPosition + gPotentialRange;
+ highp float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
+ highp float MinTexturelinePotential = tCornerRadius - gPotentialRange;
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range.
#ifdef IS_REQUIRED_ROUNDED_CORNER
mediump float calculateCornerOpacity()
{
- mediump float potential = gPotential;
+ highp float potential = gPotential;
// default opacity is 1.0
mediump float opacity = 1.0;
}
#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
+#define DEBUG_EXTRA_UNIFORMS
+
+DEBUG_EXTRA_UNIFORMS
+
+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()
{
#ifdef ATLAS_DEFAULT_WARP
#endif
#ifdef IS_REQUIRED_ALPHA_MASKING
- mediump float maskAlpha = TEXTURE(sMaskTexture, vMaskTexCoord).a;
+ 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 defined(IS_REQUIRED_ROUNDED_CORNER) || defined(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;
}
else
+#endif
{
PreprocessPotential();
#endif
OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
#endif
-#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
}
#endif
+
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+ OUT_COLOR.rgb = ApplyDebugMixColor(OUT_COLOR);
+#endif
}