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 cornerRadius;
17 uniform mediump float cornerRadiusPolicy;
19 vec4 ComputeVertexPosition()
21 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
22 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
23 mediump float minSize = min( visualSize.x, visualSize.y );
24 vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
25 vCornerRadius = min( vCornerRadius, minSize * 0.5 );
26 vRectSize = visualSize / 2.0 - vCornerRadius;
27 vCornerRadius = max( vCornerRadius, 1.0 );
28 vPosition = aPosition* visualSize;
29 return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
34 gl_Position = uMvpMatrix * ComputeVertexPosition();