You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: tile.go
    path of file: ./repos/tegola/example
    
    the code of the file until where you have to start completion: //!build
package main

import (
	"bytes"
	"log"

	"context"

	"github.com/go-spatial/geom/encoding/mvt"
	"github.com/go-spatial/geom/encoding/wkb"
	"github.com/go-spatial/tegola/internal/convert"
	"github.com/golang/protobuf/proto"
)

// TileExample is a quick example of how to use the interface to marshall a tile.
func TileExample() {
	// We have our point in wkb format.
	var point = []byte{0, 0, 0, 0, 1, 70, 129, 246, 35, 46, 74, 93, 192, 3, 70, 27, 60, 175, 91, 64, 64}
	pointReader := bytes.NewReader(point)
	ggeo, err := wkb.Decode(pointReader)
	if err != nil {
		panic(err)
	}

	// Need to convert to a tegola type for now. (This is teomporary till we convert over to
	// geom types)
	geo, err := convert.ToTegola(ggeo)
	if err != nil {
		panic(err)
	}

	// Now we need to crate a feature. The way Tiles work, is that each tiles is
	// made up of a set of layers. Each layer contains more or more features, which
	// are geometeries with some meta data. So, first we must construct the feature
	// then we can create a layer, which we will add to a tile.

	// First we create the feature. A feature has a set of name value pairs. Most
	// base types, and any types that implements a Stringer interfaces are supported.
	feature1 := mvt.Feature{
		Tags: map[string]interface{}{
			"Name": "Point Item",
    
func TileExample() {
	// We have our point in wkb format.
	var point = []byte{0, 0, 0, 0, 1, 70, 129, 246, 35, 46, 74, 93, 192, 3, 70, 27, 60, 175, 91, 64, 64}
	pointReader := bytes.NewReader(point)
	ggeo, err := wkb.Decode(pointReader)
	if err != nil {
		panic(err)
	}

	// Need to convert to a tegola type for now. (This is teomporary till we convert over to
	// geom types)
	geo, err := convert.ToTegola(ggeo)
	if err != nil {
		panic(err)
	}

	// Now we need to crate a feature. The way Tiles work, is that each tiles is
	// made up of a set of layers. Each layer contains more or more features, which
	// are geometeries with some meta data. So, first we must construct the feature
	// then we can create a layer, which we will add to a tile.

	// First we create the feature. A feature has a set of name value pairs. Most
	// base types, and any types that implements a Stringer interfaces are supported.
	feature1 := mvt.Feature{
		Tags: map[string]interface{}{
			"Name": "Point Item",
			"Foo":  "Point Item",
		},
		Geometry: geo,
	}
	// Create a new Layer, a Layer requires a name. This name should be unique within a tile.
	layer1 := mvt.Layer{
		Name: "Layer 1",
	}

	feature2 := mvt.Feature{
		Tags: map[string]interface{}{
			"Name": "Point Item",
			"Foo":  "Point Item",
		},
		Geometry: geo,
	}

	layer1.AddFeatures(feature1, feature2)

	var tile mvt.Tile
	// Add the layer to the tile
	if err = tile.AddLayers(&layer1); err != nil {
		panic(err)
	}

	layer2 := mvt.Layer{
		Name: "Layer 2",
	}

	layer2.AddFeatures(feature1)

	if err = tile.AddLayers(&layer2); err != nil {
		panic(err)
	}

	// VTile is the protobuff representation of the tile. This is what you can
	// send to the protobuff Marshal functions.
	vtile, err := tile.VTile(context.Background())
	if err != nil {
		panic(err)
	}
	// Print out the Marshaled tile as a string.
	log.Println(proto.MarshalTextString(vtile))
}