// 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, "debug", programs::gl::shaderSource() + 12450, programs::gl::shaderSource() + 12546); } } // namespace gfx } // namespace mbgl // Uncompressed source of debug.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of debug.fragment.glsl: /* uniform highp vec4 u_color; void main() { gl_FragColor = u_color; } */