1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vPosition;
3 OUTPUT mediump vec2 vRectSize;
4 OUTPUT mediump vec2 vOptRectSize;
5 OUTPUT mediump vec4 vCornerRadius;
7 uniform highp mat4 uMvpMatrix;
8 uniform highp vec3 uSize;
10 //Visual size and offset
11 uniform mediump vec2 offset;
12 uniform highp vec2 size;
13 uniform mediump vec2 extraSize;
14 uniform mediump vec4 offsetSizeMode;
15 uniform mediump vec2 origin;
16 uniform mediump vec2 anchorPoint;
17 uniform mediump vec4 cornerRadius;
18 uniform mediump float cornerRadiusPolicy;
20 vec4 ComputeVertexPosition()
22 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
23 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
24 mediump float minSize = min( visualSize.x, visualSize.y );
25 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
26 vCornerRadius = min( vCornerRadius, minSize * 0.5 );
27 vRectSize = visualSize / 2.0;
28 // optimize fragment shader
29 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
30 vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
31 vPosition = aPosition* visualSize;
32 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
37 gl_Position = uMvpMatrix * ComputeVertexPosition();