1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vTexCoord;
3 OUTPUT mediump vec2 vPosition;
4 OUTPUT mediump vec2 vRectSize;
5 OUTPUT mediump vec2 vOptRectSize;
6 OUTPUT mediump vec4 vCornerRadius;
8 uniform highp mat4 uMvpMatrix;
9 uniform highp vec3 uSize;
10 uniform mediump vec4 pixelArea;
12 //Visual size and offset
13 uniform mediump vec2 offset;
14 uniform highp vec2 size;
15 uniform mediump vec4 offsetSizeMode;
16 uniform mediump vec2 origin;
17 uniform mediump vec2 anchorPoint;
18 uniform mediump vec4 cornerRadius;
19 uniform mediump float cornerRadiusPolicy;
20 uniform mediump vec2 extraSize;
22 vec4 ComputeVertexPosition()
24 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw) + extraSize;
25 vec2 visualOffset = mix(offset, offset/uSize.xy, offsetSizeMode.xy);
26 mediump float minSize = min(visualSize.x, visualSize.y);
27 vCornerRadius = mix(cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
28 vCornerRadius = min(vCornerRadius, minSize * 0.5);
29 vRectSize = visualSize * 0.5;
30 // Optimize fragment shader
31 mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w));
32 vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0;
33 vPosition = aPosition* visualSize;
34 return vec4(vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0);
39 gl_Position = uMvpMatrix * ComputeVertexPosition();
40 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5));