Explicitly cast `aTessCoord` to `vec2` for WebGL compatibility
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@ -27,7 +27,7 @@ out vec2 vMaskTexCoord;
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out float vOpacity;
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out float vOpacity;
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void main(){
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void main(){
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition)* uTileSize;
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vMaskTexCoord = aMaskTexCoord;
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vMaskTexCoord = aMaskTexCoord;
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vColorTexCoord = aColorTexCoord;
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vColorTexCoord = aColorTexCoord;
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@ -20,7 +20,7 @@ uniform vec2 uTileSize;
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in ivec2 aTilePosition;
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in ivec2 aTilePosition;
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void main(){
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void main(){
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition)* uTileSize;
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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}
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@ -23,7 +23,7 @@ in vec2 aColorTexCoord;
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out vec2 vColorTexCoord;
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out vec2 vColorTexCoord;
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void main(){
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void main(){
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition)* uTileSize;
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vColorTexCoord = aColorTexCoord;
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vColorTexCoord = aColorTexCoord;
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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}
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@ -25,7 +25,7 @@ out vec2 vMaskTexCoord;
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out float vOpacity;
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out float vOpacity;
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void main() {
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void main() {
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition) * uTileSize;
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vMaskTexCoord = aMaskTexCoord;
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vMaskTexCoord = aMaskTexCoord;
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vColorTexCoord = aColorTexCoord;
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vColorTexCoord = aColorTexCoord;
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@ -18,6 +18,6 @@ uniform vec2 uTileSize;
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in ivec2 aTilePosition;
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in ivec2 aTilePosition;
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void main() {
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void main() {
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition) * uTileSize;
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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}
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@ -21,7 +21,7 @@ in vec2 aColorTexCoord;
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out vec2 vColorTexCoord;
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out vec2 vColorTexCoord;
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void main() {
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void main() {
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vec2 position = aTilePosition * uTileSize;
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vec2 position = vec2(aTilePosition) * uTileSize;
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vColorTexCoord = aColorTexCoord;
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vColorTexCoord = aColorTexCoord;
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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}
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