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