in vec2 a_pos; uniform mat4 u_matrix; uniform vec2 u_world; out vec2 v_pos; #pragma mapbox: define highp vec4 outline_color #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize highp vec4 outline_color #pragma mapbox: initialize lowp float opacity gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; }