1 INPUT mediump vec2 aPosition;
3 uniform highp mat4 uMvpMatrix;
4 uniform highp vec3 uSize;
6 //Visual size and offset
7 uniform mediump vec2 offset;
8 uniform highp vec2 size;
9 uniform mediump vec4 offsetSizeMode;
10 uniform mediump vec2 origin;
11 uniform mediump vec2 anchorPoint;
12 uniform mediump vec2 extraSize;
14 vec4 ComputeVertexPosition()
16 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
17 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
18 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
23 gl_Position = uMvpMatrix * ComputeVertexPosition();