#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform vec4 uTextureSize[1]; uniform vec4 uFramebufferSize[1]; layout(location = 0) out vec2 vTexCoord; layout(location = 1) in ivec2 aTexCoord; layout(location = 0) in ivec2 aPosition; void main() { vTexCoord = vec2(aTexCoord) / uTextureSize[0].xy; vec2 position = ((vec2(aPosition) / uFramebufferSize[0].xy) * 2.0) - vec2(1.0); gl_Position = vec4(position.x, -position.y, 0.0, 1.0); }