// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* fill_outline::name = "fill_outline"; const char* fill_outline::vertexSource = R"MBGL_SHADER( attribute vec2 a_pos; uniform mat4 u_matrix; uniform vec2 u_world; varying vec2 v_pos; #ifndef HAS_UNIFORM_u_outline_color uniform lowp float a_outline_color_t; attribute highp vec4 a_outline_color; varying highp vec4 outline_color; #else uniform highp vec4 u_outline_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_outline_color outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t); #else highp vec4 outline_color = u_outline_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); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; } )MBGL_SHADER"; const char* fill_outline::fragmentSource = R"MBGL_SHADER( #ifndef HAS_UNIFORM_u_outline_color varying highp vec4 outline_color; #else uniform highp vec4 u_outline_color; #endif #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif varying vec2 v_pos; void main() { #ifdef HAS_UNIFORM_u_outline_color highp vec4 outline_color = u_outline_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); gl_FragColor = outline_color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl