41 lines
773 B
GLSL
41 lines
773 B
GLSL
#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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precision highp float;
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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in ivec2 aTilePosition;
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in vec2 aColorTexCoord0;
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in vec2 aColorTexCoord1;
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in vec2 aMaskTexCoord0;
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in vec2 aMaskTexCoord1;
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in ivec2 aMaskBackdrop;
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out vec3 vMaskTexCoord0;
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out vec3 vMaskTexCoord1;
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out vec2 vColorTexCoord0;
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out vec2 vColorTexCoord1;
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void main(){
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vec2 position = vec2(aTilePosition)* uTileSize;
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vColorTexCoord0 = aColorTexCoord0;
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vColorTexCoord1 = aColorTexCoord1;
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vMaskTexCoord0 = vec3(aMaskTexCoord0, float(aMaskBackdrop . x));
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vMaskTexCoord1 = vec3(aMaskTexCoord1, float(aMaskBackdrop . y));
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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