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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/fill.hpp>
namespace mbgl {
namespace shaders {
const char* fill::name = "fill";
const char* fill::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
uniform mat4 u_matrix;
uniform lowp float a_color_t;
attribute lowp vec4 a_color_min;
attribute lowp vec4 a_color_max;
varying lowp vec4 color;
uniform lowp float a_opacity_t;
attribute lowp float a_opacity_min;
attribute lowp float a_opacity_max;
varying lowp float opacity;
void main() {
color = mix(a_color_min, a_color_max, a_color_t);
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)MBGL_SHADER";
const char* fill::fragmentSource = R"MBGL_SHADER(
varying lowp vec4 color;
varying lowp float opacity;
void main() {
gl_FragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
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