- float xRatio = uSize.x / uObjectDimensions.x;\n
- float yRatio = uSize.y / uObjectDimensions.y;\n
- float scaleFactor = min( xRatio, yRatio );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ float scaleFactor = min( visualSize.x / uObjectDimensions.x, visualSize.y / uObjectDimensions.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