uniform mat4 u_Transform; uniform float u_Scale; attribute vec2 i_Pos; attribute vec2 i_Scale; attribute vec4 i_Color; attribute vec4 i_BorderColor; attribute vec4 i_BorderRadius; attribute float i_BorderWidth; attribute vec2 q_Pos; varying vec4 v_Color; varying vec4 v_BorderColor; varying vec2 v_Pos; varying vec2 v_Scale; varying vec4 v_BorderRadius; varying float v_BorderWidth; void main() { vec2 p_Pos = i_Pos * u_Scale; vec2 p_Scale = i_Scale * u_Scale; vec4 i_BorderRadius = vec4( min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0), min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0), min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0), min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0) ); mat4 i_Transform = mat4( vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0), vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0) ); v_Color = i_Color; v_BorderColor = i_BorderColor; v_Pos = p_Pos; v_Scale = p_Scale; v_BorderRadius = i_BorderRadius * u_Scale; v_BorderWidth = i_BorderWidth * u_Scale; gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0); }