// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "CustomGeometryShader"; static constexpr const char* vertex = R"(layout (std140) uniform CustomGeometryDrawableUBO { mat4 u_matrix; vec4 u_color; }; layout(location = 0) in vec3 a_pos; layout(location = 1) in vec2 a_uv; out vec2 frag_uv; void main() { frag_uv = a_uv; gl_Position = u_matrix * vec4(a_pos, 1.0); } )"; static constexpr const char* fragment = R"(layout (std140) uniform CustomGeometryDrawableUBO { mat4 u_matrix; vec4 u_color; }; in vec2 frag_uv; uniform sampler2D u_image; void main() { fragColor = texture(u_image, frag_uv) * u_color; } )"; }; } // namespace shaders } // namespace mbgl