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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/clipping_mask.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* clipping_mask::name = "clipping_mask";
const char* clipping_mask::vertexSource = source() + 7848;
const char* clipping_mask::fragmentSource = source() + 7944;
// Uncompressed source of clipping_mask.vertex.glsl:
/*
attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
*/
// Uncompressed source of clipping_mask.fragment.glsl:
/*
void main() {
gl_FragColor = vec4(1.0);
}
*/
} // namespace shaders
} // namespace mbgl
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