INPUT mediump vec2 aPosition;
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
+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
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
+// Be used when we calculate anti-alias range near 1 pixel.
+uniform highp vec3 uScale;
+#endif
+
//Visual size and offset
-uniform mediump vec2 offset;
+uniform highp vec2 offset;
uniform highp vec2 size;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-uniform mediump vec2 extraSize;
+#ifdef IS_REQUIRED_BLUR
+uniform highp float blurRadius;
+#elif defined(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
+uniform highp vec2 extraSize;
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ 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_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
+ 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_ROUNDED_CORNER
+#ifdef IS_REQUIRED_BLUR
+ highp float maxSize = max(visualSize.x, visualSize.y);
+ highp float minSize = min(visualSize.x, visualSize.y);
+#elif defined(IS_REQUIRED_BORDERLINE)
+ highp float maxSize = max(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+ highp float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#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.
+#ifdef IS_REQUIRED_BLUR
+ // Let we always increase alias margin for blur case
+ vertexMargin = 2.0 * vAliasMargin;
+#else
+ // 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
+#endif
+
+#ifdef IS_REQUIRED_BLUR
+ vPosition = aPosition * (visualSize + 2.0 * blurRadius + vertexMargin);
+ vOptRectSize -= blurRadius + 1.0;
+#elif defined(IS_REQUIRED_BORDERLINE)
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth + vertexMargin);
+ vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
+#elif defined(IS_REQUIRED_ROUNDED_CORNER)
+ vPosition = aPosition * (visualSize + vertexMargin);
+#else
+ highp vec2 vPosition = aPosition * visualSize;
+#endif
+ 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
+}