layout (std140) uniform RasterDrawableUBO { highp mat4 u_matrix; }; layout (std140) uniform RasterEvaluatedPropsUBO { highp vec3 u_spin_weights; highp vec2 u_tl_parent; highp float u_scale_parent; highp float u_buffer_scale; highp float u_fade_t; highp float u_opacity; highp float u_brightness_low; highp float u_brightness_high; highp float u_saturation_factor; highp float u_contrast_factor; lowp float props_pad1; lowp float props_pad2; }; layout (location = 0) in vec2 a_pos; layout (location = 1) in vec2 a_texture_pos; out vec2 v_pos0; out 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; }