// 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 = "heatmap_texture"; static constexpr const uint8_t hash[8] = { 0x9f, 0xc7, 0x56, 0xb2, 0x9e, 0x8f, 0x15, 0xff }; static constexpr const auto vertexOffset = 9491; static constexpr const auto fragmentOffset = 9671; }; 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 heatmap_texture.vertex.glsl: /* uniform mat4 u_matrix; uniform vec2 u_world; attribute vec2 a_pos; varying vec2 v_pos; void main() { gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1); v_pos.x = a_pos.x; v_pos.y = 1.0 - a_pos.y; } */ // Uncompressed source of heatmap_texture.fragment.glsl: /* uniform sampler2D u_image; uniform sampler2D u_color_ramp; uniform float u_opacity; varying vec2 v_pos; void main() { float t = texture2D(u_image, v_pos).r; vec4 color = texture2D(u_color_ramp, vec2(t, 0.5)); gl_FragColor = color * u_opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(0.0); #endif } */