uniform highp vec2 pixelSize; uniform highp mat4 matrix; uniform lowp float opacity; attribute highp vec4 vertex; attribute lowp vec4 vertexColor; attribute highp vec2 vertexOffset; varying lowp vec4 color; void main() { highp vec4 pos = matrix * vertex; gl_Position = pos; if (vertexOffset.x != 0.) { highp vec4 delta = matrix[0] * vertexOffset.x; highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; highp float numerator = dot(dir, ndir * pos.w * pos.w); highp float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; } if (vertexOffset.y != 0.) { highp vec4 delta = matrix[1] * vertexOffset.y; highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; highp float numerator = dot(dir, ndir * pos.w * pos.w); highp float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; } color = vertexColor * opacity; }