#version 110 uniform mat4 transform; uniform mat4 textureTransform; uniform float pointSize; #if MINIMAP_BASE || MINIMAP_LOS attribute vec3 a_vertex; attribute vec2 a_uv0; varying vec2 v_tex; #endif #if MINIMAP_POINT attribute vec2 a_vertex; attribute vec3 a_color; varying vec3 color; #endif #if MINIMAP_LINE attribute vec2 a_vertex; #endif void main() { #if MINIMAP_BASE || MINIMAP_LOS gl_Position = transform * vec4(a_vertex, 1.0); v_tex = (textureTransform * vec4(a_uv0, 0.0, 1.0)).xy; #endif #if MINIMAP_POINT gl_PointSize = pointSize; gl_Position = transform * vec4(a_vertex, 0.0, 1.0); color = a_color; #endif #if MINIMAP_LINE gl_Position = transform * vec4(a_vertex, 0.0, 1.0); #endif }