vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min( vCornerRadius, minSize * 0.5 );
vRectSize = visualSize * 0.5 - vCornerRadius;
+ vCornerRadius = max( vCornerRadius, 1.0 );
vPosition = aPosition * visualSize;
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}