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      "value": "#version 300 es\n\nprecision highp float;\n\n//in\nin vec2 v_texcoord;\nuniform vec4 u_color;\n\n/*\n[0][0] = 0 = Map data tiles width.\n[0][1] = 1 = Map data tiles height.\n[0][2] = 2 = Map tiles in the texture width.\n[0][3] = 3 = Map tiles in the texture height.\n\n[1][0] = 4 = Map viewport width.\n[1][1] = 5 = Map viewport height.\n[1][2] = 6 = Map viewport x1.\n[1][3] = 7 = Map viewport y1.\n\n[2][0] = 8 = TileSize width normalized.\n[2][1] = 9 = TileSize height normalized. \n*/\nuniform mat4 u_tileData;\nuniform mediump usampler2D u_mapDataTexture;\nuniform sampler2D u_texture;\n\n//local\n\n//texture tile image coordinates\nvec2 subTexcoord;\n\n//map data tile position.\nvec2 mapTilecoord;\n\n//Drawing coordinate.\nvec2 drawCoord;\n\n//out\nout vec4 outColor;\n\nvoid main() {\n\n  //get this tile xy coordinate to obtain the tile ID.\n  mapTilecoord.x = floor(u_tileData[1][2] + (v_texcoord.x * u_tileData[1][0])) / (u_tileData[0][0] - 1.0f);\n  mapTilecoord.y = floor(u_tileData[1][3] + (v_texcoord.y * u_tileData[1][1])) / (u_tileData[0][1] - 1.0f);\n\n  //get the tile ID from the texture.\n  float tileID = float(texture(u_mapDataTexture, mapTilecoord).r);\n\n  //get xy positions of texture from the ID, normalized.\n  subTexcoord.x = -mod(tileID, u_tileData[0][2]) / u_tileData[0][2];\n  subTexcoord.y = (-floor(tileID / u_tileData[0][2]) / u_tileData[0][3]);\n\n\n  drawCoord.x = fract(v_texcoord.x * u_tileData[1][0]);\n  drawCoord.y = fract(v_texcoord.y * u_tileData[1][1]);\n\n  drawCoord.x /= u_tileData[0][2];\n  drawCoord.y /= u_tileData[0][3];\n\n  drawCoord.x -= subTexcoord.x;\n  drawCoord.y -= subTexcoord.y;\n\n  vec4 fragColor = texture(u_texture , drawCoord) * u_color;\n\n  if (fragColor.a < 0.6) {\n    discard;\n  }\n\n  outColor = vec4(fragColor.rgb, u_color.a);\n}\n",
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