INPUT mediump vec2 aPosition; INPUT mediump vec2 aDrift; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump float borderSize; //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; vec2 ComputeVertexPosition() { vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ); vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy; } void main() { vec2 position = ComputeVertexPosition() + aDrift*borderSize; gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0); }