#version 330 // pathfinder/shaders/tile_solid.vs.glsl // // Copyright © 2019 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. precision highp float; uniform mat4 uTransform; uniform vec2 uTileSize; in uvec2 aTessCoord; in ivec2 aTileOrigin; in vec4 aColorTexMatrix; in vec2 aColorTexOffset; out vec2 vColorTexCoord; void main() { vec2 tileOffset = vec2(aTessCoord) * uTileSize; vec2 position = aTileOrigin * uTileSize + tileOffset; vColorTexCoord = mat2(aColorTexMatrix) * tileOffset + aColorTexOffset; gl_Position = uTransform * vec4(position, 0.0, 1.0); }