// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace shaders { const char* clipping_mask::name = "clipping_mask"; const char* clipping_mask::vertexSource = source() + 7848; const char* clipping_mask::fragmentSource = source() + 7944; // Uncompressed source of clipping_mask.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of clipping_mask.fragment.glsl: /* void main() { gl_FragColor = vec4(1.0); } */ } // namespace shaders } // namespace mbgl