+ vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
+
+#if IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE || IS_REQUIRED_BLUR
+ vRectSize = visualSize * 0.5;
+ vOptRectSize = vRectSize;
+#endif
+
+#if IS_REQUIRED_ROUNDED_CORNER
+#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
+ mediump float minSize = min(visualSize.x, visualSize.y) + (1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth;
+#else
+ mediump float minSize = min(visualSize.x, visualSize.y);
+#endif
+ vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
+ vCornerRadius = min(vCornerRadius, minSize * 0.5);
+ // Optimize fragment shader. 0.2929 ~= 1.0 - sqrt(0.5)
+ mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
+ vOptRectSize -= 0.2929 * maxRadius + 1.0;
+#endif
+
+#if IS_REQUIRED_BLUR
+ vPosition = aPosition * (visualSize + 2.0 * blurRadius);
+ vOptRectSize -= blurRadius + 1.0;
+#elif IS_REQUIRED_BORDERLINE
+ vPosition = aPosition * (visualSize + (1.0 + clamp(borderlineOffset, -1.0, 1.0))* borderlineWidth);
+ vOptRectSize -= (1.0 - clamp(borderlineOffset, -1.0, 1.0)) * 0.5 * borderlineWidth + 1.0;
+#elif IS_REQUIRED_ROUNDED_CORNER
+ vPosition = aPosition * visualSize;
+#else
+ mediump vec2 vPosition = aPosition * visualSize;
+#endif
+ return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);