1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vPosition;
3 OUTPUT mediump vec2 vRectSize;
4 OUTPUT mediump float vCornerRadius;
6 uniform highp mat4 uMvpMatrix;
7 uniform highp vec3 uSize;
9 //Visual size and offset
10 uniform mediump vec2 offset;
11 uniform highp vec2 size;
12 uniform mediump vec2 extraSize;
13 uniform mediump vec4 offsetSizeMode;
14 uniform mediump vec2 origin;
15 uniform mediump vec2 anchorPoint;
16 uniform mediump float blurRadius;
17 uniform mediump float cornerRadius;
18 uniform mediump float cornerRadiusPolicy;
20 vec4 ComputeVertexPosition()
22 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
23 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
24 mediump float minSize = min( visualSize.x, visualSize.y );
25 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy );
26 vCornerRadius = min( vCornerRadius, minSize * 0.5 );
27 vRectSize = visualSize / 2.0 - vec2( vCornerRadius );
28 vPosition = aPosition * (visualSize + 2.0 * blurRadius);
29 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
34 gl_Position = uMvpMatrix * ComputeVertexPosition();