1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vPosition;
3 OUTPUT mediump vec2 vRectSize;
5 uniform highp mat4 uMvpMatrix;
6 uniform highp vec3 uSize;
8 //Visual size and offset
9 uniform mediump vec2 offset;
10 uniform highp vec2 size;
11 uniform mediump vec2 extraSize;
12 uniform mediump vec4 offsetSizeMode;
13 uniform mediump vec2 origin;
14 uniform mediump vec2 anchorPoint;
15 uniform mediump float blurRadius;
17 vec4 ComputeVertexPosition()
19 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;
20 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
21 vRectSize = visualSize / 2.0;
22 vPosition = aPosition* visualSize;
23 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
28 gl_Position = uMvpMatrix * ComputeVertexPosition();