#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform vec2 uFramebufferSize; in ivec2 aTileOffset; in int aTileIndex; out vec2 vTexCoord; void main(){ vec2 position = vec2(ivec2(aTileIndex % 256, aTileIndex / 256)+ aTileOffset); position *= vec2(16.0, 4.0)/ uFramebufferSize; vTexCoord = position; if(aTileIndex < 0) position = vec2(0.0); gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), position), 0.0, 1.0); }