#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! layout(location = 1) in ivec2 aDestTileOrigin; layout(location = 0) in ivec2 aTileOffset; layout(location = 2) in ivec2 aSrcTileOrigin; out vec2 vTexCoord; out float vBackdrop; layout(location = 3) in int aSrcBackdrop; 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); }