#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 aColorTexCoord; in vec2 aMaskTexCoord; in float aOpacity; out vec2 vColorTexCoord; out vec2 vMaskTexCoord; out float vOpacity; void main(){ vec2 position = aTilePosition * uTileSize; vMaskTexCoord = aMaskTexCoord; vColorTexCoord = aColorTexCoord; vOpacity = aOpacity; gl_Position = uTransform * vec4(position, 0.0, 1.0); }