INPUT mediump vec2 vPosition;
INPUT mediump vec2 vRectSize;
+INPUT mediump float vCornerRadius;
uniform lowp vec4 uColor;
uniform lowp vec3 mixColor;
void main()
{
- mediump vec2 blur = 1.0 - smoothstep( vRectSize - blurRadius * 2.0, vRectSize, abs( vPosition ) );
OUT_COLOR = vec4(mixColor, 1.0) * uColor;
- OUT_COLOR.a *= blur.x * blur.y;
-}
\ No newline at end of file
+
+ mediump vec2 v = abs(vPosition) - vRectSize;
+ mediump float cy = vCornerRadius + blurRadius;
+ mediump float cr = vCornerRadius + blurRadius;
+
+ cy = min(cy, min(vRectSize.x, vRectSize.y));
+ v = vec2(min(v.x, v.y), max(v.x, v.y));
+ v = v + cy;
+
+ mediump float blur = 1.0;
+ mediump float potential = 0.0;
+ mediump float alias = min(vCornerRadius, 1.0);
+ mediump float potentialMin = cy + vCornerRadius - blurRadius - alias;
+ mediump float potentialMax = cy + vCornerRadius + blurRadius + alias;
+
+ // move center of circles for reduce defact
+ mediump float cyDiff = min(cy, 0.2 * blurRadius);
+ cy -= cyDiff;
+ cr += cyDiff;
+
+ mediump float diffFromBaseline = cy * v.y - (cy + cr) * v.x;
+
+ if(diffFromBaseline > 0.0)
+ {
+ // out of calculation bound.
+ potential = v.y;
+
+ // for anti-alias when blurRaidus = 0.0
+ mediump float heuristicBaselineScale = max(1.0 , cr * (cr + cy));
+ mediump float potentialDiff = min(alias, diffFromBaseline / heuristicBaselineScale);
+ potentialMin += potentialDiff;
+ potentialMax -= potentialDiff;
+ }
+ else
+ {
+ // get some circle centered (x, x) and radius (r = cr / cy * x)
+ // s.t. point v is on that circle
+ // highest point of that circle is (x, x + r) and potential is x + r
+
+ // solve (v.x - x)^2 + (v.y - x)^2 = (cr / cy * x)^2
+
+ mediump float A = (cr * cr - 2.0 * cy * cy);
+ mediump float B = cy * (v.x + v.y);
+ mediump float V = dot(v,v);
+ mediump float D = B * B + A * V;
+ potential = V * (cr + cy) / (sqrt(D) + B);
+ }
+
+ blur = 1.0 - smoothstep(potentialMin, potentialMax, potential);
+ OUT_COLOR.a *= blur;
+}
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vPosition;
OUTPUT mediump vec2 vRectSize;
+OUTPUT mediump float 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 float 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);
- vRectSize = visualSize / 2.0;
- vPosition = aPosition* visualSize;
+ mediump float minSize = min( visualSize.x, visualSize.y );
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );
+ vRectSize = visualSize / 2.0 - vec2( vCornerRadius );
+ 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
+}