summaryrefslogtreecommitdiff
path: root/src/mbgl/programs/gl/fill.cpp
blob: c15c2774ab5b60dda9aa097ba2f9723c14b47e28 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.

#include <mbgl/programs/fill_program.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>

namespace mbgl {
namespace gfx {

template <>
std::unique_ptr<Program<FillProgram>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
    return gl::Program<FillProgram>::createProgram(
        reinterpret_cast<gl::Context&>(*this), programParameters, "fill",
        programs::gl::shaderSource() + 12610, programs::gl::shaderSource() + 13254);
}

} // namespace gfx
} // namespace mbgl

// 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
}

*/