4 layout( location = 0 ) in vec2 aPosition;
7 layout( set = 0, binding = 0, std140 ) uniform VertexData
12 // Visual size and offset
20 vec4 ComputeVertexPosition()
22 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
23 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
24 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
29 gl_Position = uMvpMatrix * ComputeVertexPosition();