// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace shaders { const char* background::name = "background"; const char* background::vertexSource = source() + 1429; const char* background::fragmentSource = source() + 1525; // Uncompressed source of background.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of background.fragment.glsl: /* uniform vec4 u_color; uniform float u_opacity; void main() { gl_FragColor = u_color * u_opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } */ } // namespace shaders } // namespace mbgl