1 INPUT mediump vec2 aPosition;
2 uniform highp mat4 uMvpMatrix;
3 uniform highp vec3 uSize;
5 OUTPUT mediump vec2 vTexCoord;
7 //Visual size and offset
8 uniform mediump vec2 offset;
9 uniform highp vec2 size;
10 uniform mediump vec4 offsetSizeMode;
11 uniform mediump vec2 origin;
12 uniform mediump vec2 anchorPoint;
14 vec4 ComputeVertexPosition()
16 vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw );
17 vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy);
18 return vec4( (aPosition + anchorPoint) * visualSize + visualOffset + origin * uSize.xy, 0.0, 1.0 );
23 vTexCoord = aPosition + vec2(0.5);
24 gl_Position = uMvpMatrix * ComputeVertexPosition();