#ifndef IS_REQUIRED_ROUNDED_CORNER #define IS_REQUIRED_ROUNDED_CORNER 0 #endif #ifndef IS_REQUIRED_BORDERLINE #define IS_REQUIRED_BORDERLINE 0 #endif #ifndef IS_REQUIRED_ALPHA_MASKING #define IS_REQUIRED_ALPHA_MASKING 0 #endif INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vTexCoord; #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; #if IS_REQUIRED_ROUNDED_CORNER OUTPUT mediump vec4 vCornerRadius; #endif #endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec4 pixelArea; //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; #if IS_REQUIRED_BORDERLINE uniform mediump float borderlineWidth; uniform mediump float borderlineOffset; #endif #if IS_REQUIRED_ROUNDED_CORNER uniform mediump vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; #endif #if IS_REQUIRED_ALPHA_MASKING OUTPUT mediump vec2 vMaskTexCoord; uniform lowp float cropToMask; uniform mediump vec2 maskTextureRatio; #endif uniform mediump vec2 extraSize; vec4 ComputeVertexPosition() { vec2 visualSize = mix(uSize.xy * size, size, offsetSizeMode.zw) + extraSize; vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy); #if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE vRectSize = visualSize * 0.5; vOptRectSize = vRectSize; #endif #if IS_REQUIRED_ROUNDED_CORNER #if IS_REQUIRED_BORDERLINE mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #else mediump 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) mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); vOptRectSize -= 0.2929 * maxRadius + 1.0; #endif #if IS_REQUIRED_BORDERLINE vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth); vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0; #elif IS_REQUIRED_ROUNDED_CORNER vPosition = aPosition * visualSize; #else mediump vec2 vPosition = aPosition * visualSize; #endif vec4 finalPixelArea = pixelArea; #if IS_REQUIRED_ALPHA_MASKING finalPixelArea = mix(pixelArea, vec4( vec2(0.5) + (pixelArea.xy - vec2(0.5)) * maskTextureRatio, pixelArea.zw * maskTextureRatio ), cropToMask); vMaskTexCoord = pixelArea.xy + pixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); #endif vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vPosition.xy / max(vec2(1.0), visualSize) + vec2(0.5)); return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); }