1 INPUT mediump vec2 aPosition;
2 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
3 OUTPUT mediump vec2 vPosition;
4 OUTPUT mediump vec2 vRectSize;
5 OUTPUT mediump vec2 vOptRectSize;
6 #ifdef IS_REQUIRED_ROUNDED_CORNER
7 OUTPUT mediump vec4 vCornerRadius;
11 uniform highp mat4 uMvpMatrix;
12 uniform highp vec3 uSize;
14 //Visual size and offset
15 uniform mediump vec2 offset;
16 uniform highp vec2 size;
17 uniform mediump vec4 offsetSizeMode;
18 uniform mediump vec2 origin;
19 uniform mediump vec2 anchorPoint;
20 #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
21 uniform mediump float borderlineWidth;
22 uniform mediump float borderlineOffset;
24 #ifdef IS_REQUIRED_BLUR
25 uniform mediump float blurRadius;
27 #ifdef IS_REQUIRED_ROUNDED_CORNER
28 uniform mediump vec4 cornerRadius;
29 uniform mediump float cornerRadiusPolicy;
31 uniform mediump vec2 extraSize;
33 vec4 ComputeVertexPosition()
35 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
36 vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
38 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
39 vRectSize = visualSize * 0.5;
40 vOptRectSize = vRectSize;
43 #ifdef IS_REQUIRED_ROUNDED_CORNER
44 #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE)
45 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
47 mediump float minSize = min(visualSize.x, visualSize.y);
49 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
50 vCornerRadius = min(vCornerRadius, minSize * 0.5);
51 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
52 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
53 vOptRectSize -= 0.2929 * maxRadius + 1.0;
56 #ifdef IS_REQUIRED_BLUR
57 vPosition = aPosition * (visualSize + 2.0 * blurRadius);
58 vOptRectSize -= blurRadius + 1.0;
59 #elif defined(IS_REQUIRED_BORDERLINE)
60 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
61 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
62 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
63 vPosition = aPosition * visualSize;
65 mediump vec2 vPosition = aPosition * visualSize;
67 return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
72 gl_Position = uMvpMatrix * ComputeVertexPosition();