blob: 17ededd243c7f021d19aed143c18ef2eac4d3999 [file] [log] [blame]
precision mediump float;
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec3 a_triangleCoord;
uniform mat4 u_projectionMatrix;
varying vec2 v_texCoord;
void main()
{
// a_triangleCoord.xy is the position of the tile in the mesh, so we offset the vertices
// with the position in mesh. The tiles should be detached from each other.
gl_Position = u_projectionMatrix * (a_position + vec4(a_triangleCoord.x / 4.0, a_triangleCoord.y / 4.0, 0.0, 0.0));
v_texCoord = a_texCoord;
}