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pick_vertex.glsl
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precision highp float;
#pragma glslify: position = require("./position.glsl")
attribute vec4 p0, p1, p2, p3,
p4, p5, p6, p7,
p8, p9, pa, pb,
pc, pd, pe;
attribute vec4 pf;
uniform mat4 dim0A, dim1A, dim0B, dim1B, dim0C, dim1C, dim0D, dim1D,
loA, hiA, loB, hiB, loC, hiC, loD, hiD;
uniform vec2 resolution,
viewBoxPosition,
viewBoxSize;
uniform sampler2D mask;
uniform float maskHeight;
uniform vec2 colorClamp;
varying vec4 fragColor;
void main() {
float prominence = abs(pf[3]);
mat4 dims[4];
dims[0] = mat4(p0, p1, p2, p3);
dims[1] = mat4(p4, p5, p6, p7);
dims[2] = mat4(p8, p9, pa, pb);
dims[3] = mat4(pc, pd, pe, abs(pf));
gl_Position = position(
1.0 - prominence,
resolution,
dims,
sign(pf[3]),
dim0A, dim1A, dim0B, dim1B, dim0C, dim1C, dim0D, dim1D,
loA, hiA, loB, hiB, loC, hiC, loD, hiD,
viewBoxPosition, viewBoxSize,
mask, maskHeight
);
fragColor = vec4(pf.rgb, 1.0);
}