#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; #ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif #endif uniform lowp vec4 uColor; uniform lowp vec3 mixColor; #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; uniform lowp vec4 uActorColor; #endif #ifdef IS_REQUIRED_BLUR uniform mediump float blurRadius; #endif #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) // Global values both rounded corner and borderline use // radius of rounded corner on this quadrant mediump float gRadius = 0.0; // fragment coordinate. NOTE : vec2(0.0, 0.0) is vRectSize, the corner of visual mediump vec2 gFragmentPosition = vec2(0.0, 0.0); // center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition). mediump float gCenterPosition = 0.0; // relative coordinate of gFragmentPosition from gCenterPosition. mediump vec2 gDiff = vec2(0.0, 0.0); // potential value what our algorithm use. mediump float gPotential = 0.0; // threshold of potential mediump float gPotentialRange = 0.0; mediump float gMaxOutlinePotential = 0.0; mediump float gMinOutlinePotential = 0.0; mediump float gMaxInlinePotential = 0.0; mediump float gMinInlinePotential = 0.0; void calculateCornerRadius() { #ifdef IS_REQUIRED_ROUNDED_CORNER gRadius = mix( mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5), mix(vCornerRadius.w, vCornerRadius.z, sign(vPosition.x) * 0.5 + 0.5), sign(vPosition.y) * 0.5 + 0.5 ); #endif } void calculatePosition() { gFragmentPosition = abs(vPosition) - vRectSize; gCenterPosition = -gRadius; #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5; #endif gDiff = gFragmentPosition - gCenterPosition; } void calculatePotential() { gPotential = length(max(gDiff, 0.0)) + min(0.0, max(gDiff.x, gDiff.y)); } void setupMinMaxPotential() { gPotentialRange = 1.0; gMaxOutlinePotential = gRadius + gPotentialRange; gMinOutlinePotential = gRadius - gPotentialRange; #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth; gMinInlinePotential = gMinOutlinePotential - borderlineWidth; #else gMaxInlinePotential = gMaxOutlinePotential; gMinInlinePotential = gMinOutlinePotential; #endif // reduce defect near edge of rounded corner. gMaxOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0); gMinOutlinePotential += clamp(-min(gDiff.x, gDiff.y)/ max(1.0, gRadius) , 0.0, 1.0); } void PreprocessPotential() { calculateCornerRadius(); calculatePosition(); calculatePotential(); setupMinMaxPotential(); } #endif #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) lowp vec4 convertBorderlineColor(lowp vec4 textureColor) { mediump float potential = gPotential; // default opacity of borderline is 0.0 mediump float borderlineOpacity = 0.0; // calculate borderline opacity by potential if(potential > gMinInlinePotential) { // potential is inside borderline range. borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential); // Muliply borderlineWidth to resolve very thin borderline borderlineOpacity *= min(1.0, borderlineWidth); } lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb; lowp float borderlineColorAlpha = borderlineColor.a * uActorColor.a; // NOTE : color-visual is always not preMultiplied. // Calculate inside of borderline when alpha is between (0.0 1.0). So we need to apply texture color. // If borderlineOpacity is exactly 0.0, we always use whole texture color. In this case, we don't need to run below code. // But if borderlineOpacity > 0.0 and borderlineColor.a == 0.0, we need to apply tCornerRadius. if(borderlineOpacity > 0.0 && borderlineColor.a * borderlineOpacity < 1.0) { mediump float tCornerRadius = -gCenterPosition; mediump float MaxTexturelinePotential = tCornerRadius + gPotentialRange; mediump float MinTexturelinePotential = tCornerRadius - gPotentialRange; if(potential > MaxTexturelinePotential) { // potential is out of texture range. textureColor = vec4(0.0); } else { // potential is in texture range. lowp float textureAlphaScale = mix(1.0, 0.0, smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential)); textureColor.a *= textureAlphaScale; textureColor.rgb *= textureColor.a; } // NOTE : color-visual is always not preMultiplied. borderlineColorAlpha *= borderlineOpacity; borderlineColorRGB *= borderlineColorAlpha; // We use pre-multiplied color to reduce operations. // In here, textureColor and borderlineColorRGB is pre-multiplied color now. // Manual blend operation with premultiplied colors. // Final alpha = borderlineColorAlpha + (1.0 - borderlineColorAlpha) * textureColor.a. // (Final rgb * alpha) = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb // If preMultipliedAlpha == 1.0, just return vec4(rgb*alpha, alpha) // Else, return vec4((rgb*alpha) / alpha, alpha) lowp float finalAlpha = mix(textureColor.a, 1.0, borderlineColorAlpha); lowp vec3 finalMultipliedRGB = borderlineColorRGB + (1.0 - borderlineColorAlpha) * textureColor.rgb; // TODO : Need to find some way without division return vec4(finalMultipliedRGB / finalAlpha, finalAlpha); } return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity); } #endif #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_ROUNDED_CORNER) mediump float calculateCornerOpacity() { mediump float potential = gPotential; // default opacity is 1.0 mediump float opacity = 1.0; // calculate borderline opacity by potential if(potential > gMaxOutlinePotential) { // potential is out of borderline range. just discard here discard; } else if(potential > gMinOutlinePotential) { opacity = 1.0 - smoothstep(gMinOutlinePotential, gMaxOutlinePotential, potential); } return opacity; } #endif #ifdef IS_REQUIRED_BLUR mediump float calculateBlurOpacity() { // Don't use borderline! mediump vec2 v = gDiff; mediump float cy = gRadius + blurRadius; mediump float cr = gRadius + blurRadius; #ifdef IS_REQUIRED_ROUNDED_CORNER // This routine make perfect circle. If corner radius is not exist, we don't consider prefect circle. cy = min(cy, min(vRectSize.x, vRectSize.y) - gRadius); #endif v = vec2(min(v.x, v.y), max(v.x, v.y)); v = v + cy; mediump float potential = 0.0; mediump float alias = min(gRadius, 1.0); mediump float potentialMin = cy + gRadius - blurRadius - alias; mediump float potentialMax = cy + gRadius + blurRadius + alias; // move center of circles for reduce defact mediump float cyDiff = min(cy, 0.2 * blurRadius); cy -= cyDiff; cr += cyDiff; mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x; if(diffFromBaseline > 0.0) { // out of calculation bound. potential = v.y; // for anti-alias when blurRaidus = 0.0 mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy)); mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale); potentialMin += potentialDiff; potentialMax -= potentialDiff; } else { // get some circle centered (x, x) and radius (r = cr / cy * x) // s.t. point v is on that circle // highest point of that circle is (x, x + r) and potential is x + r // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2 #ifdef IS_REQUIRED_ROUNDED_CORNER // Note : lowspec HW cannot calculate here. need to reduce numeric error highp float A = (cr * cr - 2.0 * cy * cy); highp float B = cy * (v.x + v.y); highp float V = dot(v,v); highp float D = B * B + A * V; potential = V * (cr + cy) / (sqrt(D) + B); #else // We can simplify this value cause cy = 0.8 * blurRadius, cr = 1.2 * blurRadius // potential = 5.0*(sqrt(4.0*(v.x+v.y)^2 + dot(v,v)) - 2.0*(v.x+v.y)); // = 10.0*(v.x+v.y) * (sqrt(1.0 + (length(v) / (2.0*(v.x+v.y)))^2) - 1.0); // = 10.0*(v.x+v.y) * (sqrt(1.25 - x + x^2) - 1.0); // ~= 10.0*(v.x+v.y) * (0.11803399 - 0.44721360x + 0.35777088x^2 - 0.14310x^3 + O(x^5)) (Taylor series) // ~= -1.0557281 * (v.x + v.y) + 2.236068 * length(v) - ~~~ (here, x <= 0.5 * (1.0 - sqrt(0.5)) < 0.1464467) // Note : This simplify need cause we should use it on lowspec HW. mediump float x = 0.5 * (1.0 - length(v) / (v.x + v.y)); potential = -1.0557281 * (v.x + v.y) + 2.236068 * length(v) + 10.0 * (v.x + v.y) * (0.35777088 - 0.14310 * x) * x * x; #endif } return 1.0 - smoothstep(potentialMin, potentialMax, potential); } #endif void main() { lowp vec4 targetColor = vec4(mixColor, 1.0) * uColor; #if defined(IS_REQUIRED_BLUR) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { OUT_COLOR = targetColor; } else { PreprocessPotential(); #endif #if !defined(IS_REQUIRED_BLUR) && defined(IS_REQUIRED_BORDERLINE) targetColor = convertBorderlineColor(targetColor); #endif OUT_COLOR = targetColor; #ifdef IS_REQUIRED_BLUR mediump float opacity = calculateBlurOpacity(); OUT_COLOR.a *= opacity; #elif defined(IS_REQUIRED_ROUNDED_CORNER) mediump float opacity = calculateCornerOpacity(); OUT_COLOR.a *= opacity; #endif #if defined(IS_REQUIRED_BLUR) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) } #endif }