// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* debug::name = "debug"; const char* debug::vertexSource = R"MBGL_SHADER( attribute vec2 a_pos; uniform mat4 u_matrix; void main() { // We are using Int16 for texture position coordinates to give us enough precision for // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer // as an arbitrarily high number to preserve adequate precision when rendering. // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates, // so math for modifying either is consistent. gl_Position = u_matrix * vec4(a_pos, step(8192.0, a_pos.x), 1); } )MBGL_SHADER"; const char* debug::fragmentSource = R"MBGL_SHADER( uniform highp vec4 u_color; void main() { gl_FragColor = u_color; } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl