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path: root/src/mbgl/programs/gl/extrusion_texture.cpp
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Diffstat (limited to 'src/mbgl/programs/gl/extrusion_texture.cpp')
-rw-r--r--src/mbgl/programs/gl/extrusion_texture.cpp71
1 files changed, 0 insertions, 71 deletions
diff --git a/src/mbgl/programs/gl/extrusion_texture.cpp b/src/mbgl/programs/gl/extrusion_texture.cpp
deleted file mode 100644
index bca533a788..0000000000
--- a/src/mbgl/programs/gl/extrusion_texture.cpp
+++ /dev/null
@@ -1,71 +0,0 @@
-// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-
-#include <mbgl/programs/extrusion_texture_program.hpp>
-#include <mbgl/programs/gl/preludes.hpp>
-#include <mbgl/programs/gl/shader_source.hpp>
-#include <mbgl/gl/program.hpp>
-
-namespace mbgl {
-namespace programs {
-namespace gl {
-
-template <typename>
-struct ShaderSource;
-
-template <>
-struct ShaderSource<ExtrusionTextureProgram> {
- static constexpr const char* name = "extrusion_texture";
- static constexpr const uint8_t hash[8] = { 0xd9, 0x77, 0x11, 0xd2, 0x03, 0xc7, 0x27, 0xcb };
- static constexpr const auto vertexOffset = 27554;
- static constexpr const auto fragmentOffset = 27734;
-};
-
-constexpr const char* ShaderSource<ExtrusionTextureProgram>::name;
-constexpr const uint8_t ShaderSource<ExtrusionTextureProgram>::hash[8];
-
-} // namespace gl
-} // namespace programs
-
-namespace gfx {
-
-template <>
-std::unique_ptr<Program<ExtrusionTextureProgram>>
-Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
- return std::make_unique<gl::Program<ExtrusionTextureProgram>>(programParameters);
-}
-
-} // namespace gfx
-} // namespace mbgl
-
-// Uncompressed source of extrusion_texture.vertex.glsl:
-/*
-uniform mat4 u_matrix;
-uniform vec2 u_world;
-attribute vec2 a_pos;
-varying vec2 v_pos;
-
-void main() {
- gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
-
- v_pos.x = a_pos.x;
- v_pos.y = 1.0 - a_pos.y;
-}
-
-*/
-
-// Uncompressed source of extrusion_texture.fragment.glsl:
-/*
-uniform sampler2D u_image;
-uniform float u_opacity;
-varying vec2 v_pos;
-
-void main() {
- gl_FragColor = texture2D(u_image, v_pos) * u_opacity;
-
-#ifdef OVERDRAW_INSPECTOR
- gl_FragColor = vec4(0.0);
-#endif
-}
-
-*/
-