INPUT mediump vec2 vTexCoord; #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) INPUT mediump vec2 vPosition; INPUT mediump vec2 vRectSize; INPUT mediump vec2 vOptRectSize; #ifdef IS_REQUIRED_ROUNDED_CORNER INPUT mediump vec4 vCornerRadius; #endif #endif uniform sampler2D sTexture; #ifdef IS_REQUIRED_ALPHA_MASKING uniform sampler2D sMaskTexture; INPUT mediump vec2 vMaskTexCoord; #endif #ifdef ATLAS_DEFAULT_WARP uniform mediump vec4 uAtlasRect; #elif defined(ATLAS_CUSTOM_WARP) // WrapMode -- 0: CLAMP; 1: REPEAT; 2: REFLECT; uniform lowp vec2 wrapMode; #endif uniform lowp vec4 uColor; uniform lowp vec3 mixColor; uniform lowp float preMultipliedAlpha; #ifdef IS_REQUIRED_BORDERLINE uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; uniform lowp vec4 borderlineColor; uniform lowp vec4 uActorColor; #endif #ifdef ATLAS_CUSTOM_WARP mediump float wrapCoordinate( mediump vec2 range, mediump float coordinate, lowp float wrap ) { mediump float coord; if( wrap > 1.5 ) /* REFLECT */ coord = 1.0 - abs(fract(coordinate*0.5)*2.0 - 1.0); else /* warp is 0 or 1 */ coord = mix(coordinate, fract(coordinate), wrap); return clamp(mix(range.x, range.y, coord), range.x, range.y); } #endif #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(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() { #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; #ifdef 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; #ifdef 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 #ifdef 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; borderlineColorRGB *= mix(1.0, borderlineColorAlpha, preMultipliedAlpha); // 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 *= mix(textureColor.a, textureAlphaScale, preMultipliedAlpha); } borderlineColorAlpha *= borderlineOpacity; borderlineColorRGB *= mix(borderlineColorAlpha, borderlineOpacity, preMultipliedAlpha); // 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 * mix(1.0 / finalAlpha, 1.0, preMultipliedAlpha), finalAlpha); } return mix(textureColor, vec4(borderlineColorRGB, borderlineColorAlpha), borderlineOpacity); } #endif #ifdef 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() { #ifdef ATLAS_DEFAULT_WARP mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw ); #elif defined(ATLAS_CUSTOM_WARP) mediump vec2 texCoord = vec2( wrapCoordinate( uAtlasRect.xz, vTexCoord.x, wrapMode.x ), wrapCoordinate( uAtlasRect.yw, vTexCoord.y, wrapMode.y ) ); #else mediump vec2 texCoord = vTexCoord; #endif lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 ) * uColor; #ifdef IS_REQUIRED_ALPHA_MASKING mediump float maskAlpha = TEXTURE(sMaskTexture, vMaskTexCoord).a; textureColor.a *= maskAlpha; textureColor.rgb *= mix(1.0, maskAlpha, preMultipliedAlpha); #endif #if 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 = textureColor; } else { PreprocessPotential(); #endif #ifdef IS_REQUIRED_BORDERLINE textureColor = convertBorderlineColor(textureColor); #endif OUT_COLOR = textureColor; #ifdef IS_REQUIRED_ROUNDED_CORNER mediump float opacity = calculateCornerOpacity(); OUT_COLOR.a *= opacity; OUT_COLOR.rgb *= mix(1.0, opacity, preMultipliedAlpha); #endif #if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) } #endif }