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#include <mbgl/shaders/shaders.hpp>
#include <mbgl/shaders/preludes.hpp>
#include <mbgl/programs/program_parameters.hpp>
#include <cassert>
#include <sstream>
#include <iomanip>
namespace mbgl {
namespace shaders {
std::string fragmentSource(const ProgramParameters& parameters, const char* fragmentSource) {
return parameters.getDefines() + fragmentPrelude + fragmentSource;
}
std::string vertexSource(const ProgramParameters& parameters, const char* vertexSource) {
return parameters.getDefines() + vertexPrelude + vertexSource;
}
std::string programIdentifier(const std::string& vertexSource, const std::string& fragmentSource) {
std::ostringstream ss;
ss << std::setfill('0') << std::setw(sizeof(size_t) * 2) << std::hex;
ss << std::hash<std::string>()(vertexSource);
ss << std::hash<std::string>()(fragmentSource);
ss << "v2";
return ss.str();
}
} // namespace shaders
} // namespace mbgl
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