-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef IS_REQUIRED_ALPHA_MASKING
-#define IS_REQUIRED_ALPHA_MASKING 0
-#endif
-
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
-OUTPUT mediump vec2 vPosition;
-OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
-OUTPUT mediump vec4 vCornerRadius;
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+OUTPUT highp vec2 vPosition;
+OUTPUT highp vec2 vRectSize;
+OUTPUT highp vec2 vOptRectSize;
+OUTPUT highp float vAliasMargin;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+OUTPUT highp vec4 vCornerRadius;
#endif
#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.
+uniform highp vec3 uScale;
+#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;
-#if IS_REQUIRED_BORDERLINE
-uniform mediump float borderlineWidth;
-uniform mediump float borderlineOffset;
+#ifdef IS_REQUIRED_BORDERLINE
+uniform highp float borderlineWidth;
+uniform highp float borderlineOffset;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-uniform mediump vec4 cornerRadius;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+uniform highp vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
-#if IS_REQUIRED_ALPHA_MASKING
+#ifdef IS_REQUIRED_ALPHA_MASKING
OUTPUT mediump vec2 vMaskTexCoord;
uniform lowp float cropToMask;
uniform mediump vec2 maskTextureRatio;
#endif
-uniform mediump vec2 extraSize;
+uniform highp vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize;
- vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+ highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
+ highp vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
+
+ // 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%)
+ vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
+
+ highp float vertexMargin = 0.0;
+#endif
+
+#ifdef IS_REQUIRED_BORDERLINE
+ // Extend size of visual by borderline.
+ highp float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
-#if IS_REQUIRED_BORDERLINE
- mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_BORDERLINE
+ highp float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize;
+ highp float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
#else
- 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));
+ 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.
+ // Do not increase margin if the minRadius is small enough rather than maxSize.
+ // TODO : We should change the magic parameter, 0.49
+ vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius);
#endif
-#if IS_REQUIRED_BORDERLINE
- vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
- vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
-#elif IS_REQUIRED_ROUNDED_CORNER
- vPosition = aPosition * visualSize;
+#ifdef IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + outerBorderlineSize + vertexMargin);
+ vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0;
+#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;
-#if IS_REQUIRED_ALPHA_MASKING
+ highp vec4 finalPixelArea = pixelArea;
+#ifdef IS_REQUIRED_ALPHA_MASKING
finalPixelArea = mix(pixelArea,
vec4(
vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio,
pixelArea.zw * maskTextureRatio
),
cropToMask);
- vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
+ vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vec2(0.5) + aPosition.xy
+#ifdef IS_REQUIRED_BORDERLINE
+ * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize)
+#elif defined(IS_REQUIRED_ROUNDED_CORNER)
+ * (1.0 + vertexMargin / visualSize)
+#endif
+ );
+#endif
+ vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy
+#ifdef IS_REQUIRED_BORDERLINE
+ * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize)
+#elif defined(IS_REQUIRED_ROUNDED_CORNER)
+ * (1.0 + vertexMargin / visualSize)
#endif
- vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
+ );
- return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
+ return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
}
void main()