attribute highp vec3 aPosition; attribute highp vec3 aNormal; varying mediump vec3 vIllumination; uniform mediump vec3 uSize; uniform mediump mat4 uMvpMatrix; uniform mediump mat4 uModelView; uniform mediump mat4 uViewMatrix; uniform mediump mat3 uNormalMatrix; uniform mediump mat4 uObjectMatrix; uniform mediump vec3 lightPosition; uniform mediump vec2 uStageOffset; //Visual size and offset uniform mediump vec2 offset; uniform mediump vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ); float scaleFactor = min( visualSize.x, visualSize.y ); vec3 originFlipY =vec3(origin.x, -origin.y, 0.0); vec3 anchorPointFlipY = vec3( anchorPoint.x, -anchorPoint.y, 0.0); vec3 visualOffset = vec3( offset * offsetSizeMode.xy + offset * uSize.xy * (1.0-offsetSizeMode.xy), 0.0) * vec3(1.0,-1.0,1.0); return vec4( (aPosition + anchorPointFlipY)*scaleFactor + visualOffset + originFlipY * uSize, 1.0 ); } void main() { vec4 normalisedVertexPosition = ComputeVertexPosition(); vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition; vertexPosition = uMvpMatrix * vertexPosition; //Illumination in Model-View space - Transform attributes and uniforms vec4 mvVertexPosition = uModelView * normalisedVertexPosition; vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal; vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 ); mvLightPosition = uViewMatrix * mvLightPosition; vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz ); float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 ); vIllumination = vec3( lightDiffuse * 0.5 + 0.5 ); gl_Position = vertexPosition; }