// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include namespace mbgl { namespace gfx { template <> std::unique_ptr> Context::createProgram(const ProgramParameters& programParameters) { return gl::Program::createProgram( reinterpret_cast(*this), programParameters, "background", programs::gl::shaderSource() + 1429, programs::gl::shaderSource() + 1525); } } // namespace gfx } // namespace mbgl // Uncompressed source of background.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of background.fragment.glsl: /* 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 } */