// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "BackgroundShader"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; layout (std140) uniform BackgroundDrawableUBO { highp mat4 u_matrix; }; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); } )"; static constexpr const char* fragment = R"(layout (std140) uniform BackgroundLayerUBO { highp vec4 u_color; highp float u_opacity; highp float layer_pad1, layer_pad2, layer_pad3; }; void main() { fragColor = u_color * u_opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl