1 attribute mediump vec2 aPosition;
2 uniform highp mat4 uMvpMatrix;
3 uniform highp vec3 uSize;
4 uniform mediump mat3 uAlignmentMatrix;
5 varying mediump vec2 vTexCoord;
6 varying mediump vec2 vPosition;
7 varying mediump vec2 vRectSize;
8 varying mediump vec2 vOptRectSize;
9 varying mediump vec4 vCornerRadius;
11 //Visual size and offset
12 uniform mediump vec2 offset;
13 uniform highp vec2 size;
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);
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 * 0.5;
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((aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
37 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
38 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
40 gl_Position = uMvpMatrix * ComputeVertexPosition();