1 INPUT mediump vec2 aPosition;
2 INPUT mediump vec2 aDrift;
4 uniform highp mat4 uMvpMatrix;
5 uniform highp vec3 uSize;
6 uniform mediump float borderSize;
8 //Visual size and offset
9 uniform mediump vec2 offset;
10 uniform highp vec2 size;
11 uniform mediump vec4 offsetSizeMode;
12 uniform mediump vec2 origin;
13 uniform mediump vec2 anchorPoint;
15 vec2 ComputeVertexPosition()
17 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
18 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
19 return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;
24 vec2 position = ComputeVertexPosition() + aDrift*borderSize;
25 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);