blob: d18f3be5d15cff0b3b325def1d2919b6518801dc (
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
|
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/debug.hpp>
namespace mbgl {
namespace shaders {
const char* debug::name = "debug";
const char* debug::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
// We are using Int16 for texture position coordinates to give us enough precision for
// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
// as an arbitrarily high number to preserve adequate precision when rendering.
// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
// so math for modifying either is consistent.
gl_Position = u_matrix * vec4(a_pos, step(8192.0, a_pos.x), 1);
}
)MBGL_SHADER";
const char* debug::fragmentSource = R"MBGL_SHADER(
uniform highp vec4 u_color;
void main() {
gl_FragColor = u_color;
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
|