// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. // clang-format off #include #include #include #include namespace mbgl { namespace programs { namespace gl { template struct ShaderSource; template <> struct ShaderSource { static constexpr const char* name = "fill"; static constexpr const uint8_t hash[8] = {0x87, 0xea, 0x65, 0x7f, 0x0c, 0x9b, 0x97, 0x5d}; static constexpr const auto vertexOffset = 12654; static constexpr const auto fragmentOffset = 13298; }; constexpr const char* ShaderSource::name; constexpr const uint8_t ShaderSource::hash[8]; } // namespace gl } // namespace programs namespace gfx { template <> std::unique_ptr> Backend::Create(const ProgramParameters& programParameters) { return std::make_unique>(programParameters); } } // 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 u_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 u_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, u_color_t); #else highp vec4 color = u_color; #endif #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, u_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 } */ // clang-format on