OUTPUT mediump vec2 vTexCoord;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
-OUTPUT mediump float vCornerRadius;
+OUTPUT mediump vec2 vOptRectSize;
+OUTPUT mediump vec4 vCornerRadius;
uniform highp mat4 uMvpMatrix;
uniform highp vec3 uSize;
uniform mediump vec4 offsetSizeMode;
uniform mediump vec2 origin;
uniform mediump vec2 anchorPoint;
-uniform mediump float cornerRadius;
+uniform mediump vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
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);
- mediump float minSize = min( visualSize.x, visualSize.y );
- vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
- vCornerRadius = min( vCornerRadius, minSize * 0.5 );
- vRectSize = visualSize * 0.5 - vCornerRadius;
- vCornerRadius = max( vCornerRadius, 1.0 );
+ 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 * 0.5;
+ // Optimize fragment shader
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
vPosition = aPosition* visualSize;
- return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
+ return vec4(vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
}
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
- vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );
+ vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5));
}