INPUT mediump vec2 aPosition; OUTPUT mediump vec2 vTexCoord; OUTPUT mediump vec2 vPosition; OUTPUT mediump vec2 vRectSize; OUTPUT mediump vec2 vOptRectSize; OUTPUT mediump vec4 vCornerRadius; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec4 pixelArea; //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 vec4 cornerRadius; uniform mediump float cornerRadiusPolicy; uniform mediump vec2 extraSize; 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 * 0.5; // Optimize fragment shader mediump float maxRadius = max(max(vCornerRadius.x, vCornerRadius.y), max(vCornerRadius.z, vCornerRadius.w)); vOptRectSize = vRectSize - 0.2929 * maxRadius - 1.0; vPosition = aPosition* visualSize; return vec4(vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0); } void main() { gl_Position = uMvpMatrix * ComputeVertexPosition(); vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5)); }