// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace shaders { const char* heatmap_texture::name = "heatmap_texture"; const char* heatmap_texture::vertexSource = source() + 13889; const char* heatmap_texture::fragmentSource = source() + 14105; // Uncompressed source of heatmap_texture.vertex.glsl: /* uniform mat4 u_matrix; uniform vec2 u_world; attribute vec2 a_pos; varying vec2 v_pos; void main() { gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1); v_pos.x = a_pos.x; v_pos.y = 1.0 - a_pos.y; } */ // Uncompressed source of heatmap_texture.fragment.glsl: /* uniform sampler2D u_image; uniform sampler2D u_color_ramp; uniform float u_opacity; varying vec2 v_pos; void main() { float t = texture2D(u_image, v_pos).r; vec4 color = texture2D(u_color_ramp, vec2(t, 0.5)); gl_FragColor = color * u_opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(0.0); #endif } */ } // namespace shaders } // namespace mbgl