layout (std140) uniform FillPatternDrawableUBO { highp mat4 u_matrix; highp vec4 u_scale; highp vec2 u_pixel_coord_upper; highp vec2 u_pixel_coord_lower; highp vec2 u_texsize; highp float pad1; highp float pad2; }; layout (std140) uniform FillPatternEvaluatedPropsUBO { highp float u_opacity; highp float u_fade; highp float padding_props1; highp float padding_props2; }; layout (std140) uniform FillPatternInterpolateUBO { highp float u_pattern_from_t; highp float u_pattern_to_t; highp float u_opacity_t; highp float u_padding_interp1; }; layout (std140) uniform FillPatternTilePropsUBO { highp vec4 u_pattern_from; highp vec4 u_pattern_to; }; layout (location = 0) in vec2 a_pos; out vec2 v_pos_a; out vec2 v_pos_b; #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp vec4 pattern_from #pragma mapbox: define lowp vec4 pattern_to void main() { #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize mediump vec4 pattern_from #pragma mapbox: initialize mediump vec4 pattern_to vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; float pixelRatio = u_scale.x; float tileZoomRatio = u_scale.y; float fromScale = u_scale.z; float toScale = u_scale.w; vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos); }