#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform vec2 uFramebufferSize; in ivec2 aTileOffset; in int aDestTileIndex; in int aDestBackdrop; in int aSrcTileIndex; in int aSrcBackdrop; out vec2 vTexCoord0; out float vBackdrop0; out vec2 vTexCoord1; out float vBackdrop1; void main(){ vec2 destPosition = vec2(ivec2(aDestTileIndex % 256, aDestTileIndex / 256)+ aTileOffset); vec2 srcPosition = vec2(ivec2(aSrcTileIndex % 256, aSrcTileIndex / 256)+ aTileOffset); destPosition *= vec2(16.0, 4.0)/ uFramebufferSize; srcPosition *= vec2(16.0, 4.0)/ uFramebufferSize; vTexCoord0 = destPosition; vTexCoord1 = srcPosition; vBackdrop0 = float(aDestBackdrop); vBackdrop1 = float(aSrcBackdrop); if(aDestTileIndex < 0) destPosition = vec2(0.0); gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0); }