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attribute vec2 a_pos;
attribute vec2 a_extrude;
attribute vec2 a_data;
uniform mat4 u_matrix;
uniform float u_scale;
varying float v_max_zoom;
varying float v_placement_zoom;
void main() {
gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
v_max_zoom = a_data.x;
v_placement_zoom = a_data.y;
}
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