#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! #extension GL_GOOGLE_include_directive : enable precision highp float; uniform vec2 uFramebufferSize; uniform vec2 uTileSize; uniform vec2 uViewBoxOrigin; in uvec2 aTessCoord; in ivec2 aTileOrigin; out vec4 vColor; vec4 getColor(); void computeVaryings(){ vec2 pixelPosition = vec2(aTileOrigin + ivec2(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(); }