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13 lines
297 B
GLSL

attribute vec4 position;
attribute float webMercatorT;
uniform vec2 u_textureDimensions;
varying vec2 v_textureCoordinates;
void main()
{
v_textureCoordinates = vec2(position.x, webMercatorT);
gl_Position = czm_viewportOrthographic * (position * vec4(u_textureDimensions, 1.0, 1.0));
}