INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump vec2 vOptRectSize;
+OUTPUT mediump vec4 vCornerRadius;
-uniform highp mat4 uMvpMatrix;
+uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
//Visual size and offset
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
uniform mediump float blurRadius;
+uniform mediump vec4 cornerRadius;
+uniform mediump float cornerRadiusPolicy;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
+ mediump float minSize = min( visualSize.x, visualSize.y );
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );
vRectSize = visualSize / 2.0;
- vPosition = aPosition* visualSize;
+ // optimize fragment shader
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0 - blurRadius;
+
+ vPosition = aPosition * (visualSize + 2.0 * blurRadius);
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
\ No newline at end of file
+}