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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/collision_box.hpp>
namespace mbgl {
namespace shaders {
const char* collision_box::name = "collision_box";
const char* collision_box::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
attribute vec2 a_extrude;
attribute vec2 a_data;
uniform mat4 u_matrix;
uniform float u_scale;
varying float v_max_zoom;
varying float v_placement_zoom;
void main() {
gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
v_max_zoom = a_data.x;
v_placement_zoom = a_data.y;
}
)MBGL_SHADER";
const char* collision_box::fragmentSource = R"MBGL_SHADER(
uniform float u_zoom;
uniform float u_maxzoom;
varying float v_max_zoom;
varying float v_placement_zoom;
void main() {
float alpha = 0.5;
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
if (v_placement_zoom > u_zoom) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
}
if (u_zoom >= v_max_zoom) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
}
if (v_placement_zoom >= u_maxzoom) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
}
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
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