-#ifndef IS_REQUIRED_ROUNDED_CORNER
-#define IS_REQUIRED_ROUNDED_CORNER 0
-#endif
-#ifndef IS_REQUIRED_BORDERLINE
-#define IS_REQUIRED_BORDERLINE 0
-#endif
-#ifndef RADIAL
-#define RADIAL 0
-#endif
-
INPUT mediump vec2 vTexCoord;
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
-INPUT mediump vec2 vPosition;
-INPUT mediump vec2 vRectSize;
-INPUT mediump vec2 vOptRectSize;
-#if IS_REQUIRED_ROUNDED_CORNER
-INPUT mediump vec4 vCornerRadius;
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
+INPUT highp vec2 vPosition;
+INPUT highp vec2 vRectSize;
+INPUT highp vec2 vOptRectSize;
+INPUT highp float vAliasMargin;
+#ifdef IS_REQUIRED_ROUNDED_CORNER
+INPUT highp vec4 vCornerRadius;
#endif
#endif
+// scale factor to fit start and end position of gradient.
+uniform mediump float uTextureCoordinateScaleFactor;
+
uniform sampler2D sTexture; // sampler1D?
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
-#if IS_REQUIRED_BORDERLINE
-uniform mediump float borderlineWidth;
-uniform mediump float borderlineOffset;
+#ifdef IS_REQUIRED_BORDERLINE
+uniform highp float borderlineWidth;
+uniform highp float borderlineOffset;
uniform lowp vec4 borderlineColor;
uniform lowp vec4 uActorColor;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#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;
+highp 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);
+highp vec2 gFragmentPosition = vec2(0.0, 0.0);
// center coordinate of rounded corner circle. vec2(gCenterPosition, gCenterPosition).
-mediump float gCenterPosition = 0.0;
+highp float gCenterPosition = 0.0;
// relative coordinate of gFragmentPosition from gCenterPosition.
-mediump vec2 gDiff = vec2(0.0, 0.0);
+highp vec2 gDiff = vec2(0.0, 0.0);
// potential value what our algorithm use.
-mediump float gPotential = 0.0;
+highp 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;
+highp float gPotentialRange = 0.0;
+highp float gMaxOutlinePotential = 0.0;
+highp float gMinOutlinePotential = 0.0;
+highp float gMaxInlinePotential = 0.0;
+highp float gMinInlinePotential = 0.0;
void calculateCornerRadius()
{
-#if IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
gRadius =
mix(
mix(vCornerRadius.x, vCornerRadius.y, sign(vPosition.x) * 0.5 + 0.5),
{
gFragmentPosition = abs(vPosition) - vRectSize;
gCenterPosition = -gRadius;
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
gCenterPosition += borderlineWidth * (clamp(borderlineOffset, -1.0, 1.0) + 1.0) * 0.5;
#endif
gDiff = gFragmentPosition - gCenterPosition;
void setupMinMaxPotential()
{
- gPotentialRange = 1.0;
+ gPotentialRange = vAliasMargin;
gMaxOutlinePotential = gRadius + gPotentialRange;
gMinOutlinePotential = gRadius - gPotentialRange;
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
gMaxInlinePotential = gMaxOutlinePotential - borderlineWidth;
gMinInlinePotential = gMinOutlinePotential - borderlineWidth;
#else
#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);
+ 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()
#endif
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
lowp vec4 convertBorderlineColor(lowp vec4 textureColor)
{
- mediump float potential = gPotential;
+ highp float potential = gPotential;
// default opacity of borderline is 0.0
mediump float borderlineOpacity = 0.0;
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
// Muliply borderlineWidth to resolve very thin borderline
- borderlineOpacity *= min(1.0, borderlineWidth);
+ borderlineOpacity *= min(1.0, borderlineWidth / gPotentialRange);
}
lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;
// 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;
+ highp float tCornerRadius = -gCenterPosition + gPotentialRange;
+ highp float MaxTexturelinePotential = tCornerRadius + gPotentialRange;
+ highp float MinTexturelinePotential = tCornerRadius - gPotentialRange;
if(potential > MaxTexturelinePotential)
{
// potential is out of texture range.
}
#endif
-#if IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
mediump float calculateCornerOpacity()
{
- mediump float potential = gPotential;
+ highp float potential = gPotential;
// default opacity is 1.0
mediump float opacity = 1.0;
void main()
{
-#if RADIAL
- lowp vec4 textureColor = TEXTURE(sTexture, vec2(length(vTexCoord), 0.5)) * vec4(mixColor, 1.0) * uColor;
+#ifdef RADIAL
+ mediump float radialTexCoord = ((length(vTexCoord) - 0.5) * uTextureCoordinateScaleFactor) + 0.5;
+ lowp vec4 textureColor = TEXTURE(sTexture, vec2(radialTexCoord, 0.5)) * vec4(mixColor, 1.0) * uColor;
#else
lowp vec4 textureColor = TEXTURE(sTexture, vec2(vTexCoord.y, 0.5)) * vec4(mixColor, 1.0) * uColor;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#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)
{
PreprocessPotential();
#endif
-#if IS_REQUIRED_BORDERLINE
+#ifdef IS_REQUIRED_BORDERLINE
textureColor = convertBorderlineColor(textureColor);
#endif
OUT_COLOR = textureColor;
-#if IS_REQUIRED_ROUNDED_CORNER
+#ifdef IS_REQUIRED_ROUNDED_CORNER
mediump float opacity = calculateCornerOpacity();
OUT_COLOR *= opacity;
#endif
-#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
+#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
}
#endif
}