1 attribute mediump vec2 aPosition;
2 varying mediump vec2 vTexCoord;
3 varying mediump vec2 vMaskTexCoord;
4 uniform highp mat4 uMvpMatrix;
5 uniform highp vec3 uSize;
6 uniform mediump vec2 uFixed[ 3 ];
7 uniform mediump vec2 uStretchTotal;
9 //Visual size and offset
10 uniform mediump vec2 offset;
11 uniform highp vec2 size;
12 uniform mediump vec4 offsetSizeMode;
13 uniform mediump vec2 origin;
14 uniform mediump vec2 anchorPoint;
15 uniform mediump vec2 extraSize;
19 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize;
20 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
22 mediump vec2 size = visualSize.xy;
24 mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );
25 mediump vec2 stretch = floor( aPosition * 0.5 );
26 mediump vec2 fixedTotal = uFixed[ 2 ];
28 // Scale down if fixedTotal is bigger than visualSize
29 mediump float fixedScaleDownRate = min(1.0, min(size.x / fixedTotal.x, size.y / fixedTotal.y));
31 mediump vec4 gridPosition = vec4( fixedFactor * fixedScaleDownRate + ( size - fixedTotal * fixedScaleDownRate ) * stretch, 0.0, 1.0 );
32 mediump vec4 vertexPosition = gridPosition;
33 vertexPosition.xy -= size * vec2( 0.5, 0.5 );
34 vertexPosition.xy += anchorPoint*size + visualOffset + origin * uSize.xy;
36 vertexPosition = uMvpMatrix * vertexPosition;
38 vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );
40 vMaskTexCoord = gridPosition.xy / size;
41 gl_Position = vertexPosition;