// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "FillProgram"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; uniform mat4 u_matrix; #ifndef HAS_UNIFORM_u_color uniform lowp float u_color_t; layout (location = 1) in highp vec4 a_color; out highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_opacity uniform lowp float u_opacity_t; layout (location = 2) in lowp vec2 a_opacity; out lowp float opacity; #else uniform lowp float u_opacity; #endif void main() { #ifndef HAS_UNIFORM_u_color color = unpack_mix_color(a_color, u_color_t); #else highp vec4 color = u_color; #endif #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, u_opacity_t); #else lowp float opacity = u_opacity; #endif gl_Position = u_matrix * vec4(a_pos, 0, 1); } )"; static constexpr const char* fragment = R"(#ifndef HAS_UNIFORM_u_color in highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_opacity in lowp float opacity; #else uniform lowp float u_opacity; #endif void main() { #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif fragColor = color * opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl