1 #ifndef IS_REQUIRED_ROUNDED_CORNER
2 #define IS_REQUIRED_ROUNDED_CORNER 0
4 #ifndef IS_REQUIRED_BORDERLINE
5 #define IS_REQUIRED_BORDERLINE 0
7 #ifndef IS_REQUIRED_ALPHA_MASKING
8 #define IS_REQUIRED_ALPHA_MASKING 0
11 INPUT mediump vec2 aPosition;
12 OUTPUT mediump vec2 vTexCoord;
13 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
14 OUTPUT mediump vec2 vPosition;
15 OUTPUT mediump vec2 vRectSize;
16 OUTPUT mediump vec2 vOptRectSize;
17 #if IS_REQUIRED_ROUNDED_CORNER
18 OUTPUT mediump vec4 vCornerRadius;
22 uniform highp mat4 uMvpMatrix;
23 uniform highp vec3 uSize;
24 uniform mediump vec4 pixelArea;
26 //Visual size and offset
27 uniform mediump vec2 offset;
28 uniform highp vec2 size;
29 uniform mediump vec4 offsetSizeMode;
30 uniform mediump vec2 origin;
31 uniform mediump vec2 anchorPoint;
32 #if IS_REQUIRED_BORDERLINE
33 uniform mediump float borderlineWidth;
34 uniform mediump float borderlineOffset;
36 #if IS_REQUIRED_ROUNDED_CORNER
37 uniform mediump vec4 cornerRadius;
38 uniform mediump float cornerRadiusPolicy;
40 #if IS_REQUIRED_ALPHA_MASKING
41 OUTPUT mediump vec2 vMaskTexCoord;
42 uniform lowp float cropToMask;
43 uniform mediump vec2 maskTextureRatio;
45 uniform mediump vec2 extraSize;
47 vec4 ComputeVertexPosition()
49 vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize;
50 vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
52 #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
53 vRectSize = visualSize * 0.5;
54 vOptRectSize = vRectSize;
57 #if IS_REQUIRED_ROUNDED_CORNER
58 #if IS_REQUIRED_BORDERLINE
59 mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
61 mediump float minSize = min(visualSize.x, visualSize.y);
63 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
64 vCornerRadius = min(vCornerRadius, minSize * 0.5);
65 // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
66 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
67 vOptRectSize -= 0.2929 * maxRadius + 1.0;
70 #if IS_REQUIRED_BORDERLINE
71 vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth);
72 vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
73 #elif IS_REQUIRED_ROUNDED_CORNER
74 vPosition = aPosition * visualSize;
76 mediump vec2 vPosition = aPosition * visualSize;
79 vec4 finalPixelArea = pixelArea;
80 #if IS_REQUIRED_ALPHA_MASKING
81 finalPixelArea = mix(pixelArea,
83 vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio,
84 pixelArea.zw * maskTextureRatio
87 vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
89 vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5));
91 return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
96 gl_Position = uMvpMatrix * ComputeVertexPosition();