This is meant to (1) Make it easier for new developers to find the source (2) Make it easier to look at shader diffs when the GL JS pin changes
35 lines
680 B
C++
35 lines
680 B
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/clipping_mask.hpp>
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#include <mbgl/shaders/source.hpp>
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namespace mbgl {
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namespace shaders {
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const char* clipping_mask::name = "clipping_mask";
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const char* clipping_mask::vertexSource = source() + 10633;
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const char* clipping_mask::fragmentSource = source() + 10745;
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// Uncompressed source of clipping_mask.vertex.glsl:
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/*
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attribute vec2 a_pos;
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uniform mat4 u_matrix;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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}
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*/
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// Uncompressed source of clipping_mask.fragment.glsl:
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/*
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void main() {
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gl_FragColor = vec4(1.0);
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}
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*/
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} // namespace shaders
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} // namespace mbgl
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