uniform mediump vec3 uSize;\n
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
\n
vec4 ComputeVertexPosition()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vRectSize = visualSize / 2.0 - cornerRadius;\n
+ mediump float minSize = min( visualSize.x, visualSize.y );\n
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
+ vRectSize = visualSize / 2.0 - vCornerRadius;\n
vPosition = aPosition* visualSize;\n
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform mediump float cornerRadius;\n
\n
void main()\n
{\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
}\n