INPUT mediump vec2 aPosition; #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) OUTPUT highp vec2 vPosition; OUTPUT highp vec2 vRectSize; OUTPUT highp vec2 vOptRectSize; OUTPUT highp float vAliasMargin; #ifdef IS_REQUIRED_ROUNDED_CORNER OUTPUT highp vec4 vCornerRadius; #endif #endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) // Be used when we calculate anti-alias range near 1 pixel. uniform highp vec3 uScale; #endif //Visual size and offset uniform highp vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; #ifdef IS_REQUIRED_BLUR uniform highp float blurRadius; #elif defined(IS_REQUIRED_BORDERLINE) uniform highp float borderlineWidth; uniform highp float borderlineOffset; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER uniform highp vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; #endif uniform highp vec2 extraSize; vec4 ComputeVertexPosition() { highp vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize; highp vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR) vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; // Set soft anti-alias range at most 10% of visual size. // The range should be inverse proportion with scale of view. // To avoid divid-by-zero, let we allow minimum scale value is 0.001 (0.1%) vAliasMargin = min(1.0, max(visualSize.x, visualSize.y) * 0.1) / max(0.001, max(uScale.x, uScale.y)); highp float vertexMargin = 0.0; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BLUR highp float maxSize = max(visualSize.x, visualSize.y); highp float minSize = min(visualSize.x, visualSize.y); #elif defined(IS_REQUIRED_BORDERLINE) highp float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; highp float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #else highp float maxSize = max(visualSize.x, visualSize.y); highp float minSize = min(visualSize.x, visualSize.y); #endif vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy); vCornerRadius = min(vCornerRadius, minSize * 0.5); // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5) highp float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); highp float minRadius = min(min(vCornerRadius.x, vCornerRadius.y), min(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; // Set vertex margin as vAliasMargin if we need to make some more fragments for alias. #ifdef IS_REQUIRED_BLUR // Let we always increase alias margin for blur case vertexMargin = 2.0 * vAliasMargin; #else // Do not increase margin if the minRadius is small enough rather than maxSize. // TODO : We should change the magic parameter, 0.49 vertexMargin = 2.0 * vAliasMargin * smoothstep(maxSize * 0.49, maxSize * 0.5, minRadius); #endif #endif #ifdef IS_REQUIRED_BLUR vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin); vOptRectSize -= blurRadius + 1.0; #elif defined(IS_REQUIRED_BORDERLINE) vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth + vertexMargin); vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; #elif defined(IS_REQUIRED_ROUNDED_CORNER) vPosition = aPosition * (visualSize + vertexMargin); #else highp vec2 vPosition = aPosition * visualSize; #endif return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); }