// This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
export default 'uniform vec2 u_world;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;uniform vec2 u_fill_translate;in vec2 a_pos;out vec2 v_pos_a;out vec2 v_pos_b;out vec2 v_pos;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\n#pragma mapbox: define lowp float pixel_ratio_from\n#pragma mapbox: define lowp float pixel_ratio_to\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\n#pragma mapbox: initialize lowp float pixel_ratio_from\n#pragma mapbox: initialize lowp float pixel_ratio_to\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;gl_Position=projectTile(a_pos+u_fill_translate,a_pos);vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,a_pos);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n}';
