// 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 = "fill_outline"; static constexpr const uint8_t hash[8] = { 0x56, 0x65, 0x69, 0x4b, 0x70, 0x2d, 0x3d, 0xc4 }; static constexpr const auto vertexOffset = 13678; static constexpr const auto fragmentOffset = 14503; }; 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 fill_outline.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; uniform vec2 u_world; varying vec2 v_pos; #ifndef HAS_UNIFORM_u_outline_color uniform lowp float u_outline_color_t; attribute highp vec4 a_outline_color; varying highp vec4 outline_color; #else uniform highp vec4 u_outline_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_outline_color outline_color = unpack_mix_color(a_outline_color, u_outline_color_t); #else highp vec4 outline_color = u_outline_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); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; } */ // Uncompressed source of fill_outline.fragment.glsl: /* #ifndef HAS_UNIFORM_u_outline_color varying highp vec4 outline_color; #else uniform highp vec4 u_outline_color; #endif #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif varying vec2 v_pos; void main() { #ifdef HAS_UNIFORM_u_outline_color highp vec4 outline_color = u_outline_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); gl_FragColor = outline_color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } */