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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/background.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* background::name = "background";
const char* background::vertexSource = source() + 1429;
const char* background::fragmentSource = source() + 1525;
// Uncompressed source of background.vertex.glsl:
/*
attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
*/
// Uncompressed source of background.fragment.glsl:
/*
uniform vec4 u_color;
uniform float u_opacity;
void main() {
gl_FragColor = u_color * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/
} // namespace shaders
} // namespace mbgl
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