Files
MapLibreParticleLab/src/mbgl/shaders/fill.cpp
Chris Loer f7a69d15ab [docs] Include uncompressed shader source in .cpp comments
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
2018-09-19 16:19:28 -07:00

99 lines
1.6 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/fill.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* fill::name = "fill";
const char* fill::vertexSource = source() + 18105;
const char* fill::fragmentSource = source() + 18811;
// Uncompressed source of fill.vertex.glsl:
/*
attribute vec2 a_pos;
uniform mat4 u_matrix;
#ifndef HAS_UNIFORM_u_color
uniform lowp float a_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
*/
// Uncompressed source of fill.fragment.glsl:
/*
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying 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
gl_FragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/
} // namespace shaders
} // namespace mbgl