INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vTexCoord; #if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) 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 #ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER #define DEBUG_EXTRA_ATTRIBUTES #define DEBUG_EXTRA_VARYINGS DEBUG_EXTRA_ATTRIBUTES DEBUG_EXTRA_VARYINGS #endif uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform highp vec4 pixelArea; #if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) // 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_BORDERLINE uniform highp float borderlineWidth; uniform highp float borderlineOffset; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER uniform highp vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; #endif #ifdef IS_REQUIRED_ALPHA_MASKING OUTPUT mediump vec2 vMaskTexCoord; uniform lowp float cropToMask; uniform mediump vec2 maskTextureRatio; #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_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) 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_BORDERLINE // Extend size of visual by borderline. highp float outerBorderlineSize = (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth; #endif #ifdef IS_REQUIRED_ROUNDED_CORNER #ifdef IS_REQUIRED_BORDERLINE highp float maxSize = max(visualSize.x, visualSize.y) + outerBorderlineSize; highp float minSize = min(visualSize.x, visualSize.y) + outerBorderlineSize; #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. // 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 #ifdef IS_REQUIRED_BORDERLINE vPosition = aPosition * (visualSize + outerBorderlineSize + vertexMargin); vOptRectSize -= (borderlineWidth - outerBorderlineSize * 0.5) + 1.0; #elif defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) vPosition = aPosition * (visualSize + vertexMargin); #else highp vec2 vPosition = aPosition * visualSize; #endif highp vec4 finalPixelArea = pixelArea; #ifdef 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 * (vec2(0.5) + aPosition.xy #ifdef IS_REQUIRED_BORDERLINE * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize) #elif defined(IS_REQUIRED_ROUNDED_CORNER) * (1.0 + vertexMargin / visualSize) #endif ); #endif vTexCoord = finalPixelArea.xy + finalPixelArea.zw * (vec2(0.5) + aPosition.xy #ifdef IS_REQUIRED_BORDERLINE * (1.0 + (outerBorderlineSize + vertexMargin) / visualSize) #elif defined(IS_REQUIRED_ROUNDED_CORNER) * (1.0 + vertexMargin / visualSize) #endif ); return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0); } #ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER // These lines in the shader may be replaced with actual definitions by the debug-image-visual-shader-script.json. #define DEBUG_APPLY_VARYING_CODE #define DEBUG_EXTRA_UNIFORMS DEBUG_EXTRA_UNIFORMS void ApplyDebugVarying() { DEBUG_APPLY_VARYING_CODE } #endif void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); #ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER ApplyDebugVarying(); #endif }