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 float vCornerRadius;
10 //Visual size and offset
11 uniform mediump vec2 offset;
12 uniform highp vec2 size;
13 uniform mediump vec4 offsetSizeMode;
14 uniform mediump vec2 origin;
15 uniform mediump vec2 anchorPoint;
16 uniform mediump float cornerRadius;
17 uniform mediump float cornerRadiusPolicy;
19 vec4 ComputeVertexPosition()
21 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
22 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
23 mediump float minSize = min( visualSize.x, visualSize.y );
24 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
25 vCornerRadius = min( vCornerRadius, minSize * 0.5 );
26 vRectSize = visualSize * 0.5 - vCornerRadius;
27 vCornerRadius = max( vCornerRadius, 1.0 );
28 vPosition = aPosition * visualSize;
29 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
34 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
35 vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
37 gl_Position = uMvpMatrix * ComputeVertexPosition();