2020-02-05 00:50:13 -05:00
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#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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in uvec2 aTessCoord;
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in ivec2 aTileOrigin;
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2020-02-05 16:59:32 -05:00
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in vec4 aColorTexMatrix;
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in vec2 aColorTexOffset;
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2020-02-05 00:50:13 -05:00
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out vec2 vColorTexCoord;
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void main(){
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2020-02-05 16:59:32 -05:00
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vec2 tileOffset = vec2(aTessCoord)* uTileSize;
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vec2 position = aTileOrigin * uTileSize + tileOffset;
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vColorTexCoord = mat2(aColorTexMatrix)* tileOffset + aColorTexOffset;
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2020-02-05 00:50:13 -05:00
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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