attribute mediump vec2 aPosition; varying mediump vec2 vTexCoord; varying mediump vec2 vMaskTexCoord; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec2 uFixed[ 3 ]; uniform mediump vec2 uStretchTotal; //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 vec2 extraSize; void main() { vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize; vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy); mediump vec2 size = visualSize.xy; mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y ); mediump vec2 stretch = floor( aPosition * 0.5 ); mediump vec2 fixedTotal = uFixed[ 2 ]; mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 ); mediump vec4 vertexPosition = gridPosition; vertexPosition.xy -= size * vec2( 0.5, 0.5 ); vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy; vertexPosition = uMvpMatrix * vertexPosition; vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal ); vMaskTexCoord = gridPosition.xy / size; gl_Position = vertexPosition; }