#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; uniform mat4 uTransform; uniform vec2 uTileSize; in uvec2 aTessCoord; in ivec2 aTileOrigin; in vec4 aColorTexMatrix; in vec2 aColorTexOffset; out vec2 vColorTexCoord; void main(){ vec2 tileOffset = vec2(aTessCoord)* uTileSize; vec2 position = aTileOrigin * uTileSize + tileOffset; vColorTexCoord = mat2(aColorTexMatrix)* tileOffset + aColorTexOffset; gl_Position = uTransform * vec4(position, 0.0, 1.0); }