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 ivec2 aTilePosition;
in vec2 aColorTexCoord;
out vec2 vColorTexCoord;
void main(){
vec2 position = aTilePosition * uTileSize;
vColorTexCoord = aColorTexCoord;
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}