uniform mediump float borderlineOffset;
#endif
#ifdef IS_REQUIRED_ROUNDED_CORNER
-uniform mediump vec4 cornerRadius;
+uniform highp vec4 cornerRadius;
uniform mediump float cornerRadiusPolicy;
#endif
vec4 ComputeVertexPosition()
{
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
+ vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw );
+ vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
vRectSize = visualSize * 0.5;
vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy;
- return vec4(vPosition + anchorPoint * visualSize + (visualOffset + origin) * uSize.xy, 0.0, 1.0);
+ return vec4(vPosition + anchorPoint * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0);
}
void main()