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