#version {{version}} // Automatically generated from files in pathfinder/shaders/. Do not edit! uniform ivec4 uGridlineCount[1]; uniform vec4 uTransform[4]; layout(location = 0) out vec2 vTexCoord; layout(location = 0) in ivec2 aPosition; void main() { vTexCoord = vec2(aPosition * ivec2(uGridlineCount[0].x)); gl_Position = mat4(uTransform[0], uTransform[1], uTransform[2], uTransform[3]) * vec4(ivec4(aPosition.x, 0, aPosition.y, 1)); }