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