#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform mat4 uTransform; uniform int uGridlineCount; in ivec2 aPosition; out vec2 vTexCoord; void main(){ vTexCoord = vec2(aPosition * uGridlineCount); gl_Position = uTransform * vec4(ivec4(aPosition . x, 0, aPosition . y, 1)); }