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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/clipping_mask.hpp>
#include <mbgl/util/compression.hpp>
#include <cstdint>
namespace mbgl {
namespace shaders {
const char* clipping_mask::name = "clipping_mask";
const char* clipping_mask::vertexSource = [] () {
static const uint8_t compressed[] = {
0x78, 0xda, 0x4b, 0x2c, 0x29, 0x29, 0xca, 0x4c,
0x2a, 0x2d, 0x49, 0x55, 0x28, 0x4b, 0x4d, 0x36,
0x52, 0x48, 0x8c, 0x2f, 0xc8, 0x2f, 0xb6, 0xe6,
0xe2, 0x2a, 0xcd, 0xcb, 0x4c, 0xcb, 0x2f, 0xca,
0x55, 0xc8, 0x4d, 0x2c, 0x31, 0x51, 0x28, 0x8d,
0x07, 0x52, 0x45, 0x99, 0x15, 0x40, 0xf1, 0xb2,
0xfc, 0xcc, 0x14, 0xa0, 0x60, 0x66, 0x9e, 0x86,
0xa6, 0x42, 0x35, 0x97, 0x02, 0x10, 0xa4, 0xe7,
0xc4, 0x07, 0xe4, 0x17, 0x67, 0x96, 0x64, 0xe6,
0xe7, 0x29, 0xd8, 0xc2, 0x95, 0x2a, 0x68, 0x81,
0xcc, 0x33, 0xd1, 0x00, 0x9b, 0xa7, 0xa3, 0x60,
0xa0, 0xa3, 0x60, 0xa8, 0x69, 0xcd, 0x55, 0xcb,
0x05, 0x00, 0x45, 0x7b, 0x23, 0xb2
};
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
return decompressed.c_str();
}();
const char* clipping_mask::fragmentSource = [] () {
static const uint8_t compressed[] = {
0x78, 0xda, 0x2b, 0xcb, 0xcf, 0x4c, 0x51, 0xc8,
0x4d, 0xcc, 0xcc, 0xd3, 0xd0, 0x54, 0xa8, 0xe6,
0x52, 0x00, 0x82, 0xf4, 0x9c, 0x78, 0xb7, 0xa2,
0xc4, 0x74, 0xe7, 0xfc, 0x9c, 0xfc, 0x22, 0x05,
0x5b, 0x85, 0xb2, 0xd4, 0x64, 0x13, 0x0d, 0x43,
0x3d, 0x03, 0x4d, 0x6b, 0xae, 0x5a, 0x2e, 0x00,
0x4c, 0x3f, 0x0d, 0x3a
};
static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
return decompressed.c_str();
}();
} // namespace shaders
} // namespace mbgl
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