1 INPUT mediump vec2 aPosition;
2 INPUT mediump vec2 aDrift;
3 OUTPUT mediump float vAlpha;
5 uniform highp mat4 uMvpMatrix;
6 uniform highp vec3 uSize;
7 uniform mediump float borderSize;
11 vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);
12 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);
13 vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);