// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* collision_box::name = "collision_box"; const char* collision_box::vertexSource = R"MBGL_SHADER( attribute vec2 a_pos; attribute vec2 a_extrude; attribute vec2 a_data; uniform mat4 u_matrix; uniform float u_scale; varying float v_max_zoom; varying float v_placement_zoom; void main() { gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0); v_max_zoom = a_data.x; v_placement_zoom = a_data.y; } )MBGL_SHADER"; const char* collision_box::fragmentSource = R"MBGL_SHADER( uniform float u_zoom; uniform float u_maxzoom; varying float v_max_zoom; varying float v_placement_zoom; void main() { float alpha = 0.5; gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha; if (v_placement_zoom > u_zoom) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; } if (u_zoom >= v_max_zoom) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25; } if (v_placement_zoom >= u_maxzoom) { gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2; } } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl