1 // This vertex-shader mixes in the quad and circle geometry depending on the value of uDelta.
3 // uDelta is used to mix in the Circle and the Quad positions.
4 // If uDelta is 0.0f, then the circle position is adopted and if it is 1.0f, then the quad position is adopted.
6 attribute mediump vec2 aPositionCircle;
7 attribute mediump vec2 aPositionQuad;
8 uniform mediump float uDelta;
9 uniform mediump mat4 uMvpMatrix;
10 uniform mediump vec3 uSize;
14 mediump vec4 vertexPosition = vec4(mix(aPositionCircle,aPositionQuad,uDelta), 0.0, 1.0);
15 vertexPosition.xyz *= uSize;
16 gl_Position = uMvpMatrix * vertexPosition;