uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
\n
vec4 ComputeVertexPosition()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump float cornerRadius;\n
+ uniform mediump vec2 extraSize;\n
\n
vec4 ComputeVertexPosition()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
vRectSize = visualSize / 2.0 - cornerRadius;\n
vPosition = aPosition* visualSize;\n