4 layout( location = 0 ) in vec2 aPosition;
5 layout( location = 0 ) in vec2 aDrift;
7 layout( set = 0, binding = 0, std140 )uniform VertexData
13 // Visual size and offset
21 vec2 ComputeVertexPosition()
23 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
24 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
25 return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;
30 vec2 position = ComputeVertexPosition() + aDrift*borderSize;
31 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);