#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; 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); }