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

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#version {{version}}
#extension GL_GOOGLE_include_directive : enable
precision highp float;
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
uniform vec2 uViewBoxOrigin;
in vec2 aTessCoord;
in vec2 aTileOrigin;
out vec4 vColor;
vec4 getColor();
void computeVaryings(){
vec2 pixelPosition =(aTileOrigin + aTessCoord)* uTileSize + uViewBoxOrigin;
vec2 position =(pixelPosition / uFramebufferSize * 2.0 - 1.0)* vec2(1.0, - 1.0);
vColor = getColor();
gl_Position = vec4(position, 0.0, 1.0);
}
uniform vec4 uColor;
vec4 getColor(){
return uColor;
}
void main(){
computeVaryings();
}