INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; OUTPUT mediump vec4 vCornerRadius; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; uniform mediump vec2 extraSize; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; uniform mediump float blurRadius; uniform mediump vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; vec4 ComputeVertexPosition() { vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize; vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); mediump float minSize = min( visualSize.x, visualSize.y ); vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy ); vCornerRadius = min( vCornerRadius, minSize * 0.5 ); vRectSize = visualSize / 2.0; // optimize fragment shader mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0 - blurRadius; vPosition = aPosition * (visualSize + 2.0 * blurRadius); return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 ); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); }