1 INPUT mediump vec2 vTexCoord;
2 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
3 INPUT mediump vec2 vPosition;
4 INPUT mediump vec2 vRectSize;
5 INPUT mediump vec2 vOptRectSize;
6 INPUT mediump float vAliasMargin;
7 #ifdef IS_REQUIRED_ROUNDED_CORNER
8 INPUT mediump vec4 vCornerRadius;
12 uniform sampler2D sTexture;
13 #if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
14 uniform sampler2D sTextureU;
15 uniform sampler2D sTextureV;
18 #ifdef IS_REQUIRED_ALPHA_MASKING
19 uniform sampler2D sMaskTexture;
20 uniform lowp float uYFlipMaskTexture;
21 INPUT mediump vec2 vMaskTexCoord;
24 #ifdef ATLAS_DEFAULT_WARP
25 uniform mediump vec4 uAtlasRect;
26 #elif defined(ATLAS_CUSTOM_WARP)
27 // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT;
28 uniform lowp vec2 wrapMode;
31 uniform lowp vec4 uColor;
32 uniform lowp vec3 mixColor;
33 uniform lowp float preMultipliedAlpha;
34 #ifdef IS_REQUIRED_BORDERLINE
35 uniform mediump float borderlineWidth;
36 uniform mediump float borderlineOffset;
37 uniform lowp vec4 borderlineColor;
38 uniform lowp vec4 uActorColor;
41 #ifdef ATLAS_CUSTOM_WARP
42 mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap )
45 if( wrap > 1.5 ) /* REFLECT */
46 coord = 1.0 - abs(fract(coordinate*0.5)*2.0 - 1.0);
47 else /* warp is 0 or 1 */
48 coord = mix(coordinate, fract(coordinate), wrap);
49 return clamp(mix(range.x, range.y, coord), range.x, range.y);
53 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
54 // Global values both rounded corner and borderline use
56 // radius of rounded corner on this quadrant
57 mediump float gRadius = 0.0;
59 // fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual
60 mediump vec2 gFragmentPosition = vec2(0.0, 0.0);
61 // center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
62 mediump float gCenterPosition = 0.0;
63 // relative coordinate of gFragmentPosition from gCenterPosition.
64 mediump vec2 gDiff = vec2(0.0, 0.0);
65 // potential value what our algorithm use.
66 mediump float gPotential = 0.0;
68 // threshold of potential
69 mediump float gPotentialRange = 0.0;
70 mediump float gMaxOutlinePotential = 0.0;
71 mediump float gMinOutlinePotential = 0.0;
72 mediump float gMaxInlinePotential = 0.0;
73 mediump float gMinInlinePotential = 0.0;
75 void calculateCornerRadius()
77 #ifdef IS_REQUIRED_ROUNDED_CORNER
80 mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
81 mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5),
82 sign(vPosition.y) * 0.5 + 0.5
87 void calculatePosition()
89 gFragmentPosition = abs(vPosition) - vRectSize;
90 gCenterPosition = -gRadius;
91 #ifdef IS_REQUIRED_BORDERLINE
92 gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
94 gDiff = gFragmentPosition - gCenterPosition;
97 void calculatePotential()
99 gPotential = length(max(gDiff, 0.0)) + min(0.0, max(gDiff.x, gDiff.y));
102 void setupMinMaxPotential()
104 gPotentialRange = vAliasMargin;
106 gMaxOutlinePotential = gRadius + gPotentialRange;
107 gMinOutlinePotential = gRadius - gPotentialRange;
109 #ifdef IS_REQUIRED_BORDERLINE
110 gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
111 gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
113 gMaxInlinePotential = gMaxOutlinePotential;
114 gMinInlinePotential = gMinOutlinePotential;
117 // reduce defect near edge of rounded corner.
118 gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0);
119 gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y) / max(1.0, gRadius), 0.0, 1.0);
122 void PreprocessPotential()
124 calculateCornerRadius();
126 calculatePotential();
128 setupMinMaxPotential();
132 #ifdef IS_REQUIRED_BORDERLINE
133 lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
135 mediump float potential = gPotential;
137 // default opacity of borderline is 0.0
138 mediump float borderlineOpacity = 0.0;
140 // calculate borderline opacity by potential
141 if(potential > gMinInlinePotential)
143 // potential is inside borderline range.
144 borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
146 // Muliply borderlineWidth to resolve very thin borderline
147 borderlineOpacity *= min(1.0, borderlineWidth / gPotentialRange);
150 lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
151 lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a;
152 borderlineColorRGB *= mix(1.0, borderlineColorAlpha, preMultipliedAlpha);
154 // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color.
155 // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code.
156 // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius.
157 if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0)
159 mediump float tCornerRadius = -gCenterPosition + gPotentialRange;
160 mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
161 mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange;
162 if(potential > MaxTexturelinePotential)
164 // potential is out of texture range.
165 textureColor = vec4(0.0);
169 // potential is in texture range.
170 lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
171 textureColor.a *= textureAlphaScale;
172 textureColor.rgb *= mix(textureColor.a, textureAlphaScale, preMultipliedAlpha);
175 borderlineColorAlpha *= borderlineOpacity;
176 borderlineColorRGB *= mix(borderlineColorAlpha, borderlineOpacity, preMultipliedAlpha);
177 // We use pre-multiplied color to reduce operations.
178 // In here, textureColor and borderlineColorRGB is pre-multiplied color now.
180 // Manual blend operation with premultiplied colors.
181 // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a.
182 // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb
183 // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha)
184 // Else, return vec4((rgb*alpha) / alpha, alpha)
186 lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha);
187 lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb;
188 // TODO : Need to find some way without division
189 return vec4(finalMultipliedRGB * mix(1.0 / finalAlpha, 1.0, preMultipliedAlpha), finalAlpha);
191 return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity);
195 #ifdef IS_REQUIRED_ROUNDED_CORNER
196 mediump float calculateCornerOpacity()
198 mediump float potential = gPotential;
200 // default opacity is 1.0
201 mediump float opacity = 1.0;
203 // calculate borderline opacity by potential
204 if(potential > gMaxOutlinePotential)
206 // potential is out of borderline range. just discard here
209 else if(potential > gMinOutlinePotential)
211 opacity = 1.0 - smoothstep(gMinOutlinePotential, gMaxOutlinePotential, potential);
217 #if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
218 lowp vec4 ConvertYuvToRgba(mediump vec2 texCoord)
220 #ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB
221 // Special case when shader use YUV but actual textures are not YUV format.
222 // In this case, just resturn sTexture.
223 if(textureSize(sTextureU, 0) != textureSize(sTextureV, 0))
225 return texture(sTexture, texCoord);
229 lowp float y = texture(sTexture, texCoord).r;
230 lowp float u = texture(sTextureU, texCoord).r - 0.5;
231 lowp float v = texture(sTextureV, texCoord).r - 0.5;
233 rgba.r = y + (1.403 * v);
234 rgba.g = y - (0.344 * u) - (0.714 * v);
235 rgba.b = y + (1.770 * u);
243 #ifdef ATLAS_DEFAULT_WARP
244 mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );
245 #elif defined(ATLAS_CUSTOM_WARP)
246 mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ),
247 wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) );
249 mediump vec2 texCoord = vTexCoord;
252 #if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
253 lowp vec4 textureColor = ConvertYuvToRgba(texCoord) * vec4( mixColor, 1.0 ) * uColor;
255 lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor;
258 #ifdef IS_REQUIRED_ALPHA_MASKING
259 mediump vec2 maskTexCoord = vMaskTexCoord;
260 maskTexCoord.y = mix(maskTexCoord.y, 1.0-maskTexCoord.y, uYFlipMaskTexture);
261 mediump float maskAlpha = TEXTURE(sMaskTexture, maskTexCoord).a;
262 textureColor.a *= maskAlpha;
263 textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha);
266 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
267 // skip most potential calculate for performance
268 if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
270 OUT_COLOR = textureColor;
274 PreprocessPotential();
277 #ifdef IS_REQUIRED_BORDERLINE
278 textureColor = convertBorderlineColor(textureColor);
280 OUT_COLOR = textureColor;
282 #ifdef IS_REQUIRED_ROUNDED_CORNER
283 mediump float opacity = calculateCornerOpacity();
284 OUT_COLOR.a *= opacity;
285 OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha);
288 #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)