layout (std140) uniform GlobalPaintParamsUBO { highp vec2 u_pattern_atlas_texsize; highp vec2 u_units_to_pixels; highp vec2 u_world_size; highp float u_camera_to_center_distance; highp float u_symbol_fade_change; highp float u_aspect_ratio; highp float u_pixel_ratio; highp float u_map_zoom; lowp float global_pad1; }; layout (std140) uniform FillOutlineDrawableUBO { highp mat4 u_matrix; // Interpolations highp float u_outline_color_t; highp float u_opacity_t; lowp float drawable_pad1; lowp float drawable_pad2; }; layout (std140) uniform FillEvaluatedPropsUBO { highp vec4 u_color; highp vec4 u_outline_color; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; }; layout (location = 0) in vec2 a_pos; out vec2 v_pos; #pragma mapbox: define highp vec4 outline_color #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize highp vec4 outline_color #pragma mapbox: initialize lowp float opacity gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world_size; }