// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include #include namespace mbgl { namespace programs { namespace gl { template struct ShaderSource; template <> struct ShaderSource { static constexpr const char* name = "clipping_mask"; static constexpr const uint8_t hash[8] = { 0x3e, 0x17, 0xc2, 0x3a, 0x1f, 0xf0, 0xa8, 0xa3 }; static constexpr const auto vertexOffset = 7891; static constexpr const auto fragmentOffset = 7987; }; constexpr const char* ShaderSource::name; constexpr const uint8_t ShaderSource::hash[8]; } // namespace gl } // namespace programs namespace gfx { template <> std::unique_ptr> Context::createProgram(const ProgramParameters& programParameters) { return std::make_unique>(programParameters); } } // namespace gfx } // namespace mbgl // Uncompressed source of clipping_mask.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of clipping_mask.fragment.glsl: /* void main() { gl_FragColor = vec4(1.0); } */