uniform mediump float borderlineOffset;
#endif
#ifdef IS_REQUIRED_ROUNDED_CORNER
-uniform mediump vec4 cornerRadius;
+uniform highp vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
#ifdef IS_REQUIRED_ALPHA_MASKING
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) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+ mediump float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize;
#else
mediump float minSize = min(visualSize.x, visualSize.y);
#endif
#endif
#ifdef 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;
+ vPosition = aPosition * (visualSize + outerBorderlineSize);
+ vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0;
#elif defined(IS_REQUIRED_ROUNDED_CORNER)
vPosition = aPosition * visualSize;
#else
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 / visualSize)
+#endif
+ );
+#endif
+ vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy
+#ifdef IS_REQUIRED_BORDERLINE
+ * (1.0 + outerBorderlineSize / 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);
}