#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 vec2 aColorTexCoord; out vec2 vColorTexCoord; void main(){ vec2 position = vec2(aTileOrigin + ivec2(aTessCoord))* uTileSize; vColorTexCoord = aColorTexCoord; gl_Position = uTransform * vec4(position, 0.0, 1.0); }