#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform vec4 uRect; uniform vec2 uFramebufferSize; in ivec2 aPosition; void main(){ vec2 position = mix(uRect . xy, uRect . zw, vec2(aPosition))/ uFramebufferSize * 2.0 - 1.0; gl_Position = vec4(position . x, - position . y, 0.0, 1.0); }