attribute mediump vec2 aPosition; varying mediump vec2 vTexCoord; varying mediump vec2 vMaskTexCoord; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ]; uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ]; // 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() { mediump vec2 fixedFactor= vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x ); mediump vec2 stretch= vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y ); mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x ); mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y ); vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ) + extraSize; vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); // Scale down if fixedTotal is bigger than visualSize mediump float fixedScaleDownRate = min(1.0, min(visualSize.x / fixedTotal.x, visualSize.y / fixedTotal.y)); mediump vec4 gridPosition = vec4( fixedFactor * fixedScaleDownRate + ( visualSize.xy - fixedTotal * fixedScaleDownRate ) * stretch / stretchTotal, 0.0, 1.0 ); mediump vec4 vertexPosition = gridPosition; vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 ); vertexPosition.xy += anchorPoint*visualSize + visualOffset + origin * uSize.xy; vertexPosition = uMvpMatrix * vertexPosition; vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal ); vMaskTexCoord = gridPosition.xy / visualSize; gl_Position = vertexPosition; }