File: //home/cafsindia/snap.cafsinfotech.in/node_modules/mapbox-gl/src/shaders/raster.vertex.glsl
uniform mat4 u_matrix;
uniform vec2 u_tl_parent;
uniform float u_scale_parent;
uniform vec2 u_perspective_transform;
attribute vec2 a_pos;
attribute vec2 a_texture_pos;
varying vec2 v_pos0;
varying vec2 v_pos1;
void main() {
float w = 1.0 + dot(a_texture_pos, u_perspective_transform);
gl_Position = u_matrix * vec4(a_pos * w, 0, w);
// 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;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
#ifdef FOG
v_fog_pos = fog_position(a_pos);
#endif
}