// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;uniform vec3 u_image_warp;uniform vec4 u_coords_top;uniform vec4 u_coords_bottom;layout(location=0) in vec2 a_pos;out vec3 v_pos0;out vec3 v_pos1;void main() {vec2 fractionalPos=a_pos/8192.0;vec2 topLeft=u_coords_top.xy;vec2 topRight=u_coords_top.zw;vec2 bottomLeft=u_coords_bottom.xy;vec2 bottomRight=u_coords_bottom.zw;vec2 bilinearPos=mix(mix(topLeft,topRight,fractionalPos.x),mix(bottomLeft,bottomRight,fractionalPos.x),fractionalPos.y);float denominator=dot(u_image_warp.xy,fractionalPos)+1.0;vec2 acrossTop=topRight-topLeft+u_image_warp.x*topRight;vec2 downLeft=bottomLeft-topLeft+u_image_warp.y*bottomLeft;vec2 projectivePos=(acrossTop*fractionalPos.x+downLeft*fractionalPos.y+topLeft)/denominator;vec2 position=mix(projectivePos,bilinearPos,u_image_warp.z);gl_Position=projectTile(position,position);vec2 texturePos=((fractionalPos-0.5)/u_buffer_scale)+0.5;\n#ifdef GLOBE\nif (a_pos.y <-32767.5) {texturePos.y=0.0;}if (a_pos.y > 32766.5) {texturePos.y=1.0;}\n#endif\nfloat perspectiveRatio=mix(1.0/denominator,1.0,u_image_warp.z);v_pos0=vec3(texturePos*perspectiveRatio,perspectiveRatio);vec2 parentPos=(texturePos*u_scale_parent)+u_tl_parent;v_pos1=vec3(parentPos*perspectiveRatio,perspectiveRatio);}';
