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path: root/src/mbgl/shader/raster.vertex.glsl
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uniform mat4 u_matrix;
uniform float u_buffer;

attribute vec2 a_pos;

varying vec2 v_pos;


void main() {
    gl_Position = u_matrix * vec4(a_pos, 0, 1);
    float dimension = (4096.0 + 2.0 * u_buffer);
    v_pos = (a_pos / dimension) + (u_buffer / dimension);
}