38 lines
1.0 KiB
C++
38 lines
1.0 KiB
C++
// Generated code, do not modify this file!
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// Generated on 2023-04-05T16:25:15.886Z by mwilsnd using shaders/generate_shader_code.js
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#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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namespace mbgl {
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namespace shaders {
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template <> struct ShaderSource<BuiltIn::DebugProgram, gfx::Backend::Type::OpenGL> {
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static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
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out vec2 v_uv;
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uniform mat4 u_matrix;
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uniform float u_overlay_scale;
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void main() {
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// This vertex shader expects a EXTENT x EXTENT quad,
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// The UV co-ordinates for the overlay texture can be calculated using that knowledge
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v_uv = a_pos / 8192.0;
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gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
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}
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)";
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static constexpr const char* fragment = R"(uniform highp vec4 u_color;
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uniform sampler2D u_overlay;
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in vec2 v_uv;
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void main() {
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vec4 overlay_color = texture(u_overlay, v_uv);
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fragColor = mix(u_color, overlay_color, overlay_color.a);
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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