-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
OUTPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
OUTPUT mediump vec4 vCornerRadius;
#endif
#endif
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
uniform mediump float borderlineWidth;
uniform mediump 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
+#ifdef IS_REQUIRED_ALPHA_MASKING
+OUTPUT mediump vec2 vMaskTexCoord;
+uniform lowp float cropToMask;
+uniform mediump vec2 maskTextureRatio;
+#endif
uniform mediump vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize;
- vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+ vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
+ vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
vRectSize = visualSize * 0.5;
vOptRectSize = vRectSize;
#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_BORDERLINE
+ // Extend size of visual by borderline.
+ mediump float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#endif
+
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_BORDERLINE
+ mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
#else
mediump float minSize = min(visualSize.x, visualSize.y);
#endif
vOptRectSize -= 0.2929 * maxRadius + 1.0;
#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
+#ifdef IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + outerBorderlineSize);
+ vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0;
+#elif defined(IS_REQUIRED_ROUNDED_CORNER)
vPosition = aPosition * visualSize;
#else
mediump vec2 vPosition = aPosition * visualSize;
#endif
- vTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
- return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
+ 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 * (vec2(0.5) + aPosition.xy
+#ifdef IS_REQUIRED_BORDERLINE
+ * (1.0 + outerBorderlineSize / visualSize)
+#endif
+ );
+#endif
+ vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy
+#ifdef IS_REQUIRED_BORDERLINE
+ * (1.0 + outerBorderlineSize / visualSize)
+#endif
+ );
+
+ return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
}
void main()