// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "BackgroundProgram"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; uniform mat4 u_matrix; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } )"; static constexpr const char* fragment = R"(uniform vec4 u_color; uniform float u_opacity; void main() { fragColor = u_color * u_opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl