uniform vec2 u_world; uniform vec2 u_fill_translate; in vec2 a_pos; out vec2 v_pos; #ifdef GLOBE out float v_depth; #endif #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 = projectTile(a_pos + u_fill_translate, a_pos); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; #ifdef GLOBE v_depth = gl_Position.z / gl_Position.w; #endif }