INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+OUTPUT mediump vec2 vPosition;
+OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump vec2 vOptRectSize;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+OUTPUT mediump vec4 vCornerRadius;
+#endif
+#endif
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
+#ifdef IS_REQUIRED_BORDERLINE
+uniform mediump float borderlineWidth;
+uniform mediump float borderlineOffset;
+#endif
+#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);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw) + extraSize;
+ vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
+
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+ vRectSize = visualSize * 0.5;
+ vOptRectSize = vRectSize;
+#endif
+
+#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
+ 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));
+ vOptRectSize -= 0.2929 * maxRadius + 1.0;
+#endif
+
+#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
+
+ 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()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );
-}
\ No newline at end of file
+}