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Sleeping
Sleeping
| attribute vec2 a_pos; | |
| attribute vec2 a_anchor_pos; | |
| attribute vec2 a_extrude; | |
| attribute vec2 a_placed; | |
| attribute vec2 a_shift; | |
| uniform mat4 u_matrix; | |
| uniform vec2 u_extrude_scale; | |
| uniform float u_camera_to_center_distance; | |
| varying float v_placed; | |
| varying float v_notUsed; | |
| void main() { | |
| vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); | |
| highp float camera_to_anchor_distance = projectedPoint.w; | |
| highp float collision_perspective_ratio = clamp( | |
| 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance), | |
| 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles | |
| 4.0); | |
| gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); | |
| gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio; | |
| v_placed = a_placed.x; | |
| v_notUsed = a_placed.y; | |
| } | |