INPUT mediump vec2 aPosition; uniform highp mat4 uMvpMatrix; uniform highp vec3 uSize; uniform mediump vec4 pixelArea; OUTPUT mediump vec2 vTexCoord; //Visual size and offset uniform mediump vec2 offset; uniform highp vec2 size; uniform mediump vec4 offsetSizeMode; uniform mediump vec2 origin; uniform mediump vec2 anchorPoint; vec4 ComputeVertexPosition() { vec2 visualSize = mix(size * uSize.xy, size, offsetSizeMode.zw ); vec2 visualOffset = mix(offset * uSize.xy, offset, offsetSizeMode.xy); return vec4( (aPosition + 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) ); }