INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
-OUTPUT mediump vec2 vPosition;
-OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump vec2 vOptRectSize;
-OUTPUT mediump float vAliasMargin;
+OUTPUT highp vec2 vPosition;
+OUTPUT highp vec2 vRectSize;
+OUTPUT highp vec2 vOptRectSize;
+OUTPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-OUTPUT mediump vec4 vCornerRadius;
+OUTPUT highp vec4 vCornerRadius;
#endif
#endif
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+#define DEBUG_EXTRA_ATTRIBUTES
+#define DEBUG_EXTRA_VARYINGS
+
+DEBUG_EXTRA_ATTRIBUTES
+DEBUG_EXTRA_VARYINGS
+#endif
+
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
-uniform mediump vec4 pixelArea;
+uniform highp vec4 pixelArea;
#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
// Be used when we calculate anti-alias range near 1 pixel.
#endif
//Visual size and offset
-uniform mediump vec2 offset;
+uniform highp vec2 offset;
uniform highp vec2 size;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
#ifdef IS_REQUIRED_BORDERLINE
-uniform mediump float borderlineWidth;
-uniform mediump float borderlineOffset;
+uniform highp float borderlineWidth;
+uniform highp float borderlineOffset;
#endif
#ifdef IS_REQUIRED_ROUNDED_CORNER
uniform highp vec4 cornerRadius;
uniform lowp float cropToMask;
uniform mediump vec2 maskTextureRatio;
#endif
-uniform mediump vec2 extraSize;
+uniform highp vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
- vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
+ highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
+ highp vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
vRectSize = visualSize * 0.5;
// To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%)
vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
- mediump float vertexMargin = 0.0;
+ highp float vertexMargin = 0.0;
#endif
#ifdef IS_REQUIRED_BORDERLINE
// Extend size of visual by borderline.
- mediump float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+ highp float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
#endif
#ifdef IS_REQUIRED_ROUNDED_CORNER
#ifdef IS_REQUIRED_BORDERLINE
- mediump float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize;
- mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
+ highp float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize;
+ highp float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
#else
- mediump float maxSize = max(visualSize.x, visualSize.y);
- mediump float minSize = min(visualSize.x, visualSize.y);
+ highp float maxSize = max(visualSize.x, visualSize.y);
+ highp float minSize = min(visualSize.x, visualSize.y);
#endif
vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min(vCornerRadius, minSize * 0.5);
// Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
- mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
- mediump float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
+ highp float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ highp float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
vOptRectSize -= 0.2929 * maxRadius + 1.0;
// Set vertex margin as vAliasMargin if we need to make some more fragments for alias.
#elif defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER)
vPosition = aPosition * (visualSize + vertexMargin);
#else
- mediump vec2 vPosition = aPosition * visualSize;
+ highp vec2 vPosition = aPosition * visualSize;
#endif
- vec4 finalPixelArea = pixelArea;
+ highp vec4 finalPixelArea = pixelArea;
#ifdef IS_REQUIRED_ALPHA_MASKING
finalPixelArea = mix(pixelArea,
vec4(
return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
}
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+// These lines in the shader may be replaced with actual definitions by the debug-image-visual-shader-script.json.
+#define DEBUG_APPLY_VARYING_CODE
+#define DEBUG_EXTRA_UNIFORMS
+
+DEBUG_EXTRA_UNIFORMS
+
+void ApplyDebugVarying()
+{
+ DEBUG_APPLY_VARYING_CODE
+}
+#endif
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
+
+#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
+ ApplyDebugVarying();
+#endif
}