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MapLibreParticleLab/shaders/manifest.json
tei 8b9ab30322
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feat: add retained underlay render cache poc
2026-09-21 22:53:00 +09:00

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JSON

[
{
"name": "Prelude",
"header": "prelude",
"glsl_vert": "_prelude.vertex.glsl",
"glsl_frag": "_prelude.fragment.glsl"
},
{
"name": "ClippingMaskProgram",
"header": "clipping_mask",
"glsl_vert": "clipping_mask.vertex.glsl",
"glsl_frag": "clipping_mask.fragment.glsl"
},
{
"name": "BackgroundShader",
"header": "background",
"glsl_vert": "background.vertex.glsl",
"glsl_frag": "background.fragment.glsl",
"uses_ubos": true
},
{
"name": "BackgroundPatternShader",
"header": "background_pattern",
"glsl_vert": "background_pattern.vertex.glsl",
"glsl_frag": "background_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "CircleShader",
"header": "circle",
"glsl_vert": "circle.vertex.glsl",
"glsl_frag": "circle.fragment.glsl",
"uses_ubos": true
},
{
"name": "CollisionBoxShader",
"header": "collision_box",
"glsl_vert": "collision_box.vertex.glsl",
"glsl_frag": "collision_box.fragment.glsl",
"uses_ubos": true
},
{
"name": "CollisionCircleShader",
"header": "collision_circle",
"glsl_vert": "collision_circle.vertex.glsl",
"glsl_frag": "collision_circle.fragment.glsl",
"uses_ubos": true
},
{
"name": "CustomGeometryShader",
"header": "custom_geometry",
"glsl_vert": "custom_geometry.vertex.glsl",
"glsl_frag": "custom_geometry.fragment.glsl",
"uses_ubos": true
},
{
"name": "CustomSymbolIconShader",
"header": "custom_symbol_icon",
"glsl_vert": "custom.symbol_icon.vertex.glsl",
"glsl_frag": "custom.symbol_icon.fragment.glsl",
"uses_ubos": true
},
{
"name": "DebugShader",
"header": "debug",
"glsl_vert": "debug.vertex.glsl",
"glsl_frag": "debug.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillShader",
"header": "fill",
"glsl_vert": "fill.vertex.glsl",
"glsl_frag": "fill.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillOutlineShader",
"header": "fill_outline",
"glsl_vert": "fill_outline.vertex.glsl",
"glsl_frag": "fill_outline.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillPatternShader",
"header": "fill_pattern",
"glsl_vert": "fill_pattern.vertex.glsl",
"glsl_frag": "fill_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillOutlinePatternShader",
"header": "fill_outline_pattern",
"glsl_vert": "fill_outline_pattern.vertex.glsl",
"glsl_frag": "fill_outline_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillOutlineTriangulatedShader",
"header": "fill_outline_triangulated",
"glsl_vert": "fill_outline_triangulated.vertex.glsl",
"glsl_frag": "fill_outline_triangulated.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillExtrusionShader",
"header": "fill_extrusion",
"glsl_vert": "fill_extrusion.vertex.glsl",
"glsl_frag": "fill_extrusion.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillExtrusionInstancedShader",
"header": "fill_extrusion_instanced",
"glsl_vert": "_empty.glsl",
"glsl_frag": "_empty.glsl",
"uses_ubos": true
},
{
"name": "FillExtrusionPatternShader",
"header": "fill_extrusion_pattern",
"glsl_vert": "fill_extrusion_pattern.vertex.glsl",
"glsl_frag": "fill_extrusion_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "FillExtrusionPatternInstancedShader",
"header": "fill_extrusion_pattern_instanced",
"glsl_vert": "_empty.glsl",
"glsl_frag": "_empty.glsl",
"uses_ubos": true
},
{
"name": "HeatmapShader",
"header": "heatmap",
"glsl_vert": "heatmap.vertex.glsl",
"glsl_frag": "heatmap.fragment.glsl",
"uses_ubos": true
},
{
"name": "HeatmapTextureShader",
"header": "heatmap_texture",
"glsl_vert": "heatmap_texture.vertex.glsl",
"glsl_frag": "heatmap_texture.fragment.glsl",
"uses_ubos": true
},
{
"name": "ParticleGpuValidationShader",
"header": "particle_gpu_validation",
"glsl_vert": "particle_gpu_validation.vertex.glsl",
"glsl_frag": "particle_gpu_validation.fragment.glsl",
"uses_ubos": true
},
{
"name": "RetainedUnderlayCompositeShader",
"header": "retained_underlay_composite",
"glsl_vert": "retained_underlay_composite.vertex.glsl",
"glsl_frag": "retained_underlay_composite.fragment.glsl",
"uses_ubos": true
},
{
"name": "HillshadePrepareShader",
"header": "hillshade_prepare",
"glsl_vert": "hillshade_prepare.vertex.glsl",
"glsl_frag": "hillshade_prepare.fragment.glsl",
"uses_ubos": true
},
{
"name": "ColorReliefShader",
"header": "color_relief",
"glsl_vert": "color_relief.vertex.glsl",
"glsl_frag": "color_relief.fragment.glsl",
"uses_ubos": true
},
{
"name": "HillshadeShader",
"header": "hillshade",
"glsl_vert": "hillshade.vertex.glsl",
"glsl_frag": "hillshade.fragment.glsl",
"uses_ubos": true
},
{
"name": "LineShader",
"header": "line",
"glsl_vert": "line.vertex.glsl",
"glsl_frag": "line.fragment.glsl",
"uses_ubos": true
},
{
"name": "LineGradientShader",
"header": "line_gradient",
"glsl_vert": "line_gradient.vertex.glsl",
"glsl_frag": "line_gradient.fragment.glsl",
"uses_ubos": true
},
{
"name": "LinePatternShader",
"header": "line_pattern",
"glsl_vert": "line_pattern.vertex.glsl",
"glsl_frag": "line_pattern.fragment.glsl",
"uses_ubos": true
},
{
"name": "LocationIndicatorShader",
"header": "location_indicator",
"glsl_vert": "location_indicator.vertex.glsl",
"glsl_frag": "location_indicator.fragment.glsl",
"uses_ubos": true
},
{
"name": "LocationIndicatorTexturedShader",
"header": "location_indicator_textured",
"glsl_vert": "location_indicator_textured.vertex.glsl",
"glsl_frag": "location_indicator_textured.fragment.glsl",
"uses_ubos": true
},
{
"name": "LineSDFShader",
"header": "line_sdf",
"glsl_vert": "line_sdf.vertex.glsl",
"glsl_frag": "line_sdf.fragment.glsl",
"uses_ubos": true
},
{
"name": "RasterShader",
"header": "raster",
"glsl_vert": "raster.vertex.glsl",
"glsl_frag": "raster.fragment.glsl",
"uses_ubos": true
},
{
"name": "SymbolIconShader",
"header": "symbol_icon",
"glsl_vert": "symbol_icon.vertex.glsl",
"glsl_frag": "symbol_icon.fragment.glsl",
"uses_ubos": true
},
{
"name": "SymbolSDFShader",
"header": "symbol_sdf",
"glsl_vert": "symbol_sdf.vertex.glsl",
"glsl_frag": "symbol_sdf.fragment.glsl",
"uses_ubos": true
},
{
"name": "SymbolTextAndIconShader",
"header": "symbol_text_and_icon",
"glsl_vert": "symbol_text_and_icon.vertex.glsl",
"glsl_frag": "symbol_text_and_icon.fragment.glsl",
"uses_ubos": true
},
{
"name": "WideVectorShader",
"header": "wide_vector",
"glsl_vert": "_empty.glsl",
"glsl_frag": "_empty.glsl",
"uses_ubos": true
}
]