mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );
mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
+ vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize;
+ vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
- mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );
+ // Scale down if fixedTotal is bigger than visualSize
+ mediump float fixedScaleDownRate = min(1.0, min(visualSize.x / fixedTotal.x, visualSize.y / fixedTotal.y));
+
+ mediump vec4 gridPosition = vec4( fixedFactor * fixedScaleDownRate + ( visualSize.xy - fixedTotal * fixedScaleDownRate ) * stretch / stretchTotal, 0.0, 1.0 );
mediump vec4 vertexPosition = gridPosition;
vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );
- vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;
+ vertexPosition.xy += anchorPoint*visualSize + visualOffset + origin * uSize.xy;
vertexPosition = uMvpMatrix * vertexPosition;
vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );