vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);
vCornerRadius = min( vCornerRadius, minSize * 0.5 );
vRectSize = visualSize / 2.0 - vCornerRadius;
+ vCornerRadius = max( vCornerRadius, 1.0 );
vPosition = aPosition* visualSize;
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );
}
void main()
{
gl_Position = uMvpMatrix * ComputeVertexPosition();
-}
\ No newline at end of file
+}