// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace shaders { const char* fill::name = "fill"; const char* fill::vertexSource = source() + 18105; const char* fill::fragmentSource = source() + 18811; // Uncompressed source of fill.vertex.glsl: /* attribute vec2 a_pos; uniform mat4 u_matrix; #ifndef HAS_UNIFORM_u_color uniform lowp float a_color_t; attribute highp vec4 a_color; varying highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_opacity uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; #else uniform lowp float u_opacity; #endif void main() { #ifndef HAS_UNIFORM_u_color color = unpack_mix_color(a_color, a_color_t); #else highp vec4 color = u_color; #endif #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif gl_Position = u_matrix * vec4(a_pos, 0, 1); } */ // Uncompressed source of fill.fragment.glsl: /* #ifndef HAS_UNIFORM_u_color varying highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif void main() { #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif gl_FragColor = color * opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } */ } // namespace shaders } // namespace mbgl