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e7b2eb4 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 | uniform mat4 u_matrix;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform vec3 u_scale;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float tileZoomRatio = u_scale.x;
float fromScale = u_scale.y;
float toScale = u_scale.z;
vec2 display_size_a = (pattern_br_a - pattern_tl_a) / pixel_ratio_from;
vec2 display_size_b = (pattern_br_b - pattern_tl_b) / pixel_ratio_to;
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
}
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