layout (location = 0) in vec2 a_pos; out vec2 v_pos; 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 HeatmapTexturePropsUBO { highp mat4 u_matrix; highp float u_opacity; lowp float props_pad1; lowp float props_pad2; lowp float props_pad3; }; void main() { gl_Position = u_matrix * vec4(a_pos * u_world_size, 0, 1); v_pos.x = a_pos.x; v_pos.y = 1.0 - a_pos.y; }