1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vTexCoord;
3 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
4 OUTPUT highp vec2 vPosition;
5 OUTPUT highp vec2 vRectSize;
6 OUTPUT highp vec2 vOptRectSize;
7 OUTPUT highp float vAliasMargin;
8 #ifdef IS_REQUIRED_ROUNDED_CORNER
9 OUTPUT highp vec4 vCornerRadius;
13 uniform highp mat4 uMvpMatrix;
14 uniform highp vec3 uSize;
15 uniform mediump mat3 uAlignmentMatrix;
17 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
18 // Be used when we calculate anti-alias range near 1 pixel.
19 uniform highp vec3 uScale;
22 //Visual size and offset
23 uniform highp vec2 offset;
24 uniform highp vec2 size;
25 uniform mediump vec4 offsetSizeMode;
26 uniform mediump vec2 origin;
27 uniform mediump vec2 anchorPoint;
28 #ifdef IS_REQUIRED_BORDERLINE
29 uniform highp float borderlineWidth;
30 uniform highp float borderlineOffset;
32 #ifdef IS_REQUIRED_ROUNDED_CORNER
33 uniform highp vec4 cornerRadius;
34 uniform mediump float cornerRadiusPolicy;
37 vec4 ComputeVertexPosition()
39 highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw );
40 highp vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
42 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
43 vRectSize = visualSize * 0.5;
44 vOptRectSize = vRectSize;
46 // Set soft anti-alias range at most 10% of visual size.
47 // The range should be inverse proportion with scale of view.
48 // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%)
49 vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y));
51 highp float vertexMargin = 0.0;
54 #ifdef IS_REQUIRED_ROUNDED_CORNER
55 #ifdef IS_REQUIRED_BORDERLINE
56 highp float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
57 highp float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
59 highp float maxSize = max(visualSize.x, visualSize.y);
60 highp float minSize = min(visualSize.x, visualSize.y);
62 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
63 vCornerRadius = min(vCornerRadius, minSize * 0.5);
64 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
65 highp float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
66 highp float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w));
67 vOptRectSize -= 0.2929 * maxRadius + 1.0;
69 // Set vertex margin as vAliasMargin if we need to make some more fragments for alias.
70 // Do not increase margin if the minRadius is small enough rather than maxSize.
71 // TODO : We should change the magic parameter, 0.49
72 vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius);
75 highp vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
76 #ifdef IS_REQUIRED_BORDERLINE
77 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth + vertexMargin);
78 vertexPosition.xy *= (1.0 + ((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth + vertexMargin) / visualSize);
79 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
80 #elif defined(IS_REQUIRED_ROUNDED_CORNER)
81 vPosition = aPosition * (visualSize + vertexMargin);
83 highp vec2 vPosition = aPosition * visualSize;
87 vertexPosition.xyz *= uSize;
90 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
92 return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
97 gl_Position = uMvpMatrix * ComputeVertexPosition();