#version 330 // pathfinder/shaders/tile.vs.glsl // // Copyright © 2020 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; precision highp sampler2D; uniform mat4 uTransform; uniform vec2 uTileSize; in ivec2 aTilePosition; in vec2 aColorTexCoord0; in vec2 aColorTexCoord1; in vec2 aMaskTexCoord0; in vec2 aMaskTexCoord1; in ivec2 aMaskBackdrop; out vec3 vMaskTexCoord0; out vec3 vMaskTexCoord1; out vec2 vColorTexCoord0; out vec2 vColorTexCoord1; void main() { vec2 position = vec2(aTilePosition) * uTileSize; vColorTexCoord0 = aColorTexCoord0; vColorTexCoord1 = aColorTexCoord1; vMaskTexCoord0 = vec3(aMaskTexCoord0, float(aMaskBackdrop.x)); vMaskTexCoord1 = vec3(aMaskTexCoord1, float(aMaskBackdrop.y)); gl_Position = uTransform * vec4(position, 0.0, 1.0); }