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path: root/src/mbgl/shaders/fill_outline.cpp
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.

#include <mbgl/shaders/fill_outline.hpp>

namespace mbgl {
namespace shaders {

const char* fill_outline::name = "fill_outline";
const char* fill_outline::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;

uniform mat4 u_matrix;
uniform vec2 u_world;

varying vec2 v_pos;

uniform lowp float a_outline_color_t;
attribute highp vec4 a_outline_color;
varying highp vec4 outline_color;
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;

void main() {
    outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t);
    opacity = unpack_mix_vec2(a_opacity, a_opacity_t);

    gl_Position = u_matrix * vec4(a_pos, 0, 1);
    v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}

)MBGL_SHADER";
const char* fill_outline::fragmentSource = R"MBGL_SHADER(
varying highp vec4 outline_color;
varying lowp float opacity;

varying vec2 v_pos;

void main() {
    
    

    float dist = length(v_pos - gl_FragCoord.xy);
    float alpha = smoothstep(1.0, 0.0, dist);
    gl_FragColor = outline_color * (alpha * opacity);

#ifdef OVERDRAW_INSPECTOR
    gl_FragColor = vec4(1.0);
#endif
}

)MBGL_SHADER";

} // namespace shaders
} // namespace mbgl