layout (location = 0) in vec2 a_pos; layout (location = 1) in vec2 a_anchor_pos; layout (location = 2) in vec2 a_extrude; layout (location = 3) in vec2 a_placed; layout (location = 4) in vec2 a_shift; uniform mat4 u_matrix; uniform vec2 u_extrude_scale; uniform float u_camera_to_center_distance; out float v_placed; out 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; }