// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "BackgroundPatternProgram"; static constexpr const char* vertex = R"(uniform mat4 u_matrix; uniform vec2 u_pattern_size_a; uniform vec2 u_pattern_size_b; uniform vec2 u_pixel_coord_upper; uniform vec2 u_pixel_coord_lower; uniform float u_scale_a; uniform float u_scale_b; uniform float u_tile_units_to_pixels; layout (location = 0) in vec2 a_pos; out vec2 v_pos_a; out vec2 v_pos_b; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos); } )"; static constexpr const char* fragment = R"(uniform vec2 u_pattern_tl_a; uniform vec2 u_pattern_br_a; uniform vec2 u_pattern_tl_b; uniform vec2 u_pattern_br_b; uniform vec2 u_texsize; uniform float u_mix; uniform float u_opacity; uniform sampler2D u_image; in vec2 v_pos_a; in vec2 v_pos_b; void main() { vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture(u_image, pos2); fragColor = mix(color1, color2, u_mix) * u_opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl