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-rw-r--r--src/mbgl/programs/gl/fill.cpp104
1 files changed, 104 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill.cpp b/src/mbgl/programs/gl/fill.cpp
new file mode 100644
index 0000000000..c15c2774ab
--- /dev/null
+++ b/src/mbgl/programs/gl/fill.cpp
@@ -0,0 +1,104 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill",
+ programs::gl::shaderSource() + 12610, programs::gl::shaderSource() + 13254);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_color
+ color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+*/
+
+// Uncompressed source of fill.fragment.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_color
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_color
+ highp vec4 color = u_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+ gl_FragColor = color * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+