#ifndef IS_REQUIRED_ROUNDED_CORNER #define IS_REQUIRED_ROUNDED_CORNER 0 #endif #ifndef IS_REQUIRED_BORDERLINE #define IS_REQUIRED_BORDERLINE 0 #endif #ifndef RADIAL #define RADIAL 0 #endif INPUT mediump vec2 vTexCoord; #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; #if IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif #endif uniform sampler2D sTexture; // sampler1D? uniform lowp vec4 uColor; uniform lowp vec3 mixColor; #if IS_REQUIRED_BORDERLINE uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; #endif #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE // 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() { #if 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 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 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 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); } //calculate inside of borderline when outilneColor.a < 1.0 if(borderlineColor.a < 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. use borderline color instead of texture textureColor = vec4(borderlineColor.xyz, 0.0); } else if(potential > MinTexturelinePotential) { // potential is in texture range textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential)); } borderlineOpacity *= borderlineColor.a; } return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity); } #endif #if 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 void main() { #if RADIAL lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor; #else lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor; #endif #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE // skip most potential calculate for performance if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y) { OUT_COLOR = textureColor; return; } PreprocessPotential(); #endif #if IS_REQUIRED_BORDERLINE textureColor = convertBorderlineColor(textureColor); #endif OUT_COLOR = textureColor; #if IS_REQUIRED_ROUNDED_CORNER mediump float opacity = calculateCornerOpacity(); OUT_COLOR *= opacity; #endif }