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| uniform mat4 u_matrix; | |
| uniform vec2 u_tl_parent; | |
| uniform float u_scale_parent; | |
| uniform float u_buffer_scale; | |
| attribute vec2 a_pos; | |
| attribute vec2 a_texture_pos; | |
| varying vec2 v_pos0; | |
| varying vec2 v_pos1; | |
| void main() { | |
| gl_Position = u_matrix * vec4(a_pos, 0, 1); | |
| // We are using Int16 for texture position coordinates to give us enough precision for | |
| // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer | |
| // as an arbitrarily high number to preserve adequate precision when rendering. | |
| // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates, | |
| // so math for modifying either is consistent. | |
| v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5; | |
| v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent; | |
| } | |