+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+
+ vec4 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ float scaleFactor = min( visualSize.x, visualSize.y );\n
+ vec3 originFlipY = vec3(origin.x, -origin.y, 0.0);
+ vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0);
+ vec3 offset = vec3( ( offset / uSize.xy ) * offsetSizeMode.xy + offset * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);\n
+ return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );\n
+ }\n
+