// This vertex-shader mixes in the quad and circle geometry depending on the value of uDelta. // // uDelta is used to mix in the Circle and the Quad positions. // If uDelta is 0.0f, then the circle position is adopted and if it is 1.0f, then the quad position is adopted. attribute mediump vec2 aPositionCircle; attribute mediump vec2 aPositionQuad; uniform mediump float uDelta; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uSize; void main() { mediump vec4 vertexPosition = vec4(mix(aPositionCircle,aPositionQuad,uDelta), 0.0, 1.0); vertexPosition.xyz *= uSize; gl_Position = uMvpMatrix * vertexPosition; }