attribute mediump vec2 aPosition; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump mat3 uAlignmentMatrix; varying mediump vec2 vTexCoord; varying mediump vec2 vPosition; varying mediump vec2 vRectSize; varying mediump float vCornerRadius; //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; uniform mediump float cornerRadius; uniform mediump float cornerRadiusPolicy; vec4 ComputeVertexPosition() { vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ); 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 * 0.5 - vCornerRadius; vCornerRadius = max( vCornerRadius, 1.0 ); vPosition = aPosition * visualSize; return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 ); } void main() { mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); vTexCoord = (uAlignmentMatrix*vertexPosition.xyw).xy; gl_Position = uMvpMatrix * ComputeVertexPosition(); }