pathfinder/resources/shaders/gl3/tile_solid.vs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
uniform mat4 uTransform;
uniform vec2 uTileSize;
in uvec2 aTessCoord;
in ivec2 aTileOrigin;
in vec4 aColorTexMatrix;
in vec2 aColorTexOffset;
out vec2 vColorTexCoord;
void main(){
vec2 tileOffset = vec2(aTessCoord)* uTileSize;
vec2 position = aTileOrigin * uTileSize + tileOffset;
vColorTexCoord = mat2(aColorTexMatrix)* tileOffset + aColorTexOffset;
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}