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authorLauren Budorick <lauren@mapbox.com>2018-01-09 15:02:49 -0800
committerGitHub <noreply@github.com>2018-01-09 15:02:49 -0800
commit43a9bd3fbab666f21583ff264d6b6ba1d7069374 (patch)
treea5e1d09f6113ac9b5b1d7d313a96563e1f1d7374 /src/mbgl/shaders/background.cpp
parent966606a1075bc1717db145f2fa677b0de8093ce9 (diff)
downloadqtlocation-mapboxgl-43a9bd3fbab666f21583ff264d6b6ba1d7069374.tar.gz
[core] Use separate shaders for background and clipping
Diffstat (limited to 'src/mbgl/shaders/background.cpp')
-rw-r--r--src/mbgl/shaders/background.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/mbgl/shaders/background.cpp b/src/mbgl/shaders/background.cpp
new file mode 100644
index 0000000000..3eafa47b49
--- /dev/null
+++ b/src/mbgl/shaders/background.cpp
@@ -0,0 +1,34 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/background.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* background::name = "background";
+const char* background::vertexSource = R"MBGL_SHADER(
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+)MBGL_SHADER";
+const char* background::fragmentSource = R"MBGL_SHADER(
+uniform vec4 u_color;
+uniform float u_opacity;
+
+void main() {
+ gl_FragColor = u_color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl