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author | Chris Loer <chris.loer@gmail.com> | 2018-09-19 13:21:02 -0700 |
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committer | Chris Loer <chris.loer@mapbox.com> | 2018-09-19 16:19:28 -0700 |
commit | f7a69d15ab1f43598caaa9498cc7e8aa7a11af0c (patch) | |
tree | d02c7a07078e91123e0763f8c7ac120cff223777 /scripts | |
parent | 9b09ec1e6a4de3acfddd8dcd83e9c8596c60e0e0 (diff) | |
download | qtlocation-mapboxgl-f7a69d15ab1f43598caaa9498cc7e8aa7a11af0c.tar.gz |
[docs] Include uncompressed shader source in .cpp comments
This is meant to
(1) Make it easier for new developers to find the source
(2) Make it easier to look at shader diffs when the GL JS pin changes
Diffstat (limited to 'scripts')
-rwxr-xr-x | scripts/generate-shaders.js | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js index ddfdd036a3..a3246c92d9 100755 --- a/scripts/generate-shaders.js +++ b/scripts/generate-shaders.js @@ -136,6 +136,16 @@ const char* ${shaderName}::name = "${shaderName}"; const char* ${shaderName}::vertexSource = ${sourceOffset(key, 'vertex')}; const char* ${shaderName}::fragmentSource = ${sourceOffset(key, 'fragment')}; +// Uncompressed source of ${shaderName}.vertex.glsl: +/* +${shaders[key].vertexSource} +*/ + +// Uncompressed source of ${shaderName}.fragment.glsl: +/* +${shaders[key].fragmentSource} +*/ + } // namespace shaders } // namespace mbgl `); |