// auto-generated
// Code generated by '$ fyne bundle'. DO NOT EDIT.

package gl

import "fyne.io/fyne/v2"

var shaderLineFrag = &fyne.StaticResource{
	StaticName: "line.frag",
	StaticContent: []byte(
		"#version 110\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n    float alpha = color.a;\n    float distance = length(delta);\n\n    if (feather == 0.0 || distance <= lineWidth - feather) {\n        gl_FragColor = color;\n    } else {\n        gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n    }\n}\n"),
}
var shaderLineVert = &fyne.StaticResource{
	StaticName: "line.vert",
	StaticContent: []byte(
		"#version 110\n\nattribute vec2 vert;\nattribute vec2 normal;\n    \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n    delta = normal * lineWidth;\n\n    gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
}
var shaderLineesFrag = &fyne.StaticResource{
	StaticName: "line_es.frag",
	StaticContent: []byte(
		"#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n    float alpha = color.a;\n    float distance = length(delta);\n\n    if (feather == 0.0 || distance <= lineWidth - feather) {\n        gl_FragColor = color;\n    } else {\n        gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n    }\n}\n"),
}
var shaderLineesVert = &fyne.StaticResource{
	StaticName: "line_es.vert",
	StaticContent: []byte(
		"#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec2 vert;\nattribute vec2 normal;\n    \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n    delta = normal * lineWidth;\n\n    gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
}
var shaderSimpleFrag = &fyne.StaticResource{
	StaticName: "simple.frag",
	StaticContent: []byte(
		"#version 110\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n    gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
}
var shaderSimpleVert = &fyne.StaticResource{
	StaticName: "simple.vert",
	StaticContent: []byte(
		"#version 110\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n    fragTexCoord = vertTexCoord;\n\n    gl_Position = vec4(vert, 1);\n}"),
}
var shaderSimpleesFrag = &fyne.StaticResource{
	StaticName: "simple_es.frag",
	StaticContent: []byte(
		"#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n    gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
}
var shaderSimpleesVert = &fyne.StaticResource{
	StaticName: "simple_es.vert",
	StaticContent: []byte(
		"#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n    fragTexCoord = vertTexCoord;\n\n    gl_Position = vec4(vert, 1);\n}"),
}
var shaderSinglechannelFrag = &fyne.StaticResource{
	StaticName: "single_channel.frag",
	StaticContent: []byte(
		"#version 110\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n    gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
}
var shaderSinglechannelesFrag = &fyne.StaticResource{
	StaticName: "single_channel_es.frag",
	StaticContent: []byte(
		"#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n    gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
}
