#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! precision highp float; in ivec2 aTileOffset; in ivec2 aDestTileOrigin; in ivec2 aSrcTileOrigin; in int aSrcBackdrop; out vec2 vTexCoord; out float vBackdrop; void main(){ vec2 destPosition = vec2(aDestTileOrigin + aTileOffset)/ vec2(256.0); vec2 srcPosition = vec2(aSrcTileOrigin + aTileOffset)/ vec2(256.0); vTexCoord = srcPosition; vBackdrop = float(aSrcBackdrop); gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), destPosition), 0.0, 1.0); }