float scaleFactor = min( visualSize.x, visualSize.y );
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);
- return vec4( (aPosition + anchorPointFlipY)*scaleFactor + (offset + originFlipY)*uSize, 1.0 );
+ vec3 visualOffset = vec3( offset * offsetSizeMode.xy + offset * uSize.xy * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0);
+ return vec4( (aPosition + anchorPointFlipY)*scaleFactor + visualOffset + originFlipY * uSize, 1.0 );
}
void main()