1 INPUT mediump vec2 aPosition;
2 OUTPUT mediump vec2 vTexCoord;
4 uniform highp mat4 uMvpMatrix;
5 uniform highp vec3 uSize;
6 uniform mediump vec4 pixelArea;
8 //Visual size and offset
9 uniform mediump vec2 offset;
10 uniform highp vec2 size;
11 uniform mediump vec4 offsetSizeMode;
12 uniform mediump vec2 origin;
13 uniform mediump vec2 anchorPoint;
14 uniform mediump vec2 extraSize;
16 vec4 ComputeVertexPosition()
18 vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;
19 vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);
20 return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
25 gl_Position = uMvpMatrix * ComputeVertexPosition();
26 vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );