// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "DebugProgram"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; out vec2 v_uv; uniform mat4 u_matrix; uniform float u_overlay_scale; void main() { // This vertex shader expects a EXTENT x EXTENT quad, // The UV co-ordinates for the overlay texture can be calculated using that knowledge v_uv = a_pos / 8192.0; gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1); } )"; static constexpr const char* fragment = R"(uniform highp vec4 u_color; uniform sampler2D u_overlay; in vec2 v_uv; void main() { vec4 overlay_color = texture(u_overlay, v_uv); fragColor = mix(u_color, overlay_color, overlay_color.a); } )"; }; } // namespace shaders } // namespace mbgl