text: // NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
  
  #include <mbgl/programs/fill_outline_program.hpp>
  #include <mbgl/programs/gl/preludes.hpp>
  #include <mbgl/programs/gl/shader_source.hpp>
  #include <mbgl/gl/program.hpp>
  
  namespace mbgl {
  namespace programs {
  namespace gl {
  
  template <typename>
  struct ShaderSource;
  
  template <>
  struct ShaderSource<FillOutlineProgram> {
      static constexpr const char* name = "fill_outline";
      static constexpr const uint8_t hash[8] = { 0x51, 0x25, 0x43, 0x9d, 0x41, 0x73, 0xe1, 0xbb };
      static constexpr const auto vertexOffset = 13722;
      static constexpr const auto fragmentOffset = 14547;
  };
  
  constexpr const char* ShaderSource<FillOutlineProgram>::name;
  constexpr const uint8_t ShaderSource<FillOutlineProgram>::hash[8];
  
  } // namespace gl
  } // namespace programs
  
  namespace gfx {
  
  template <>
  std::unique_ptr<Program<FillOutlineProgram>>
  Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
      return std::make_unique<gl::Program<FillOutlineProgram>>(programParameters);
  }
  
  } // namespace gfx
  } // namespace mbgl
  
  // Uncompressed source of fill_outline.vertex.glsl:
  /*
  attribute vec2 a_pos;
  
  uniform mat4 u_matrix;
  uniform vec2 u_world;
  
  varying vec2 v_pos;
  
  
  #ifndef HAS_UNIFORM_u_outline_color
  uniform lowp float u_outline_color_t;
  attribute highp vec4 a_outline_color;
  varying highp vec4 outline_color;
  #else
  uniform highp vec4 u_outline_color;
  #endif
  
  
  #ifndef HAS_UNIFORM_u_opacity
  uniform lowp float u_opacity_t;
  attribute lowp vec2 a_opacity;
  varying lowp float opacity;
  #else
  uniform lowp float u_opacity;
  #endif
  
  
  void main() {
      
  #ifndef HAS_UNIFORM_u_outline_color
      outline_color = unpack_mix_color(a_outline_color, u_outline_color_t);
  #else
      highp vec4 outline_color = u_outline_color;
  #endif
  
      
  #ifndef HAS_UNIFORM_u_opacity
      opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
  #else
      lowp float opacity = u_opacity;
  #endif
  
  
      gl_Position = u_matrix * vec4(a_pos, 0, 1);
      v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
  }
  
  */
  
  // Uncompressed source of fill_outline.fragment.glsl:
  /*
  varying vec2 v_pos;
  
  
  #ifndef HAS_UNIFORM_u_outline_color
  varying highp vec4 outline_color;
  #else
  uniform highp vec4 u_outline_color;
  #endif
  
  
  #ifndef HAS_UNIFORM_u_opacity
  varying lowp float opacity;
  #else
  uniform lowp float u_opacity;
  #endif
  
  
  void main() {
      
  #ifdef HAS_UNIFORM_u_outline_color
      highp vec4 outline_color = u_outline_color;
  #endif
  
      
  #ifdef HAS_UNIFORM_u_opacity
      lowp float opacity = u_opacity;
  #endif
  
  
      float dist = length(v_pos - gl_FragCoord.xy);
      float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
      gl_FragColor = outline_color * (alpha * opacity);
  
  #ifdef OVERDRAW_INSPECTOR
      gl_FragColor = vec4(1.0);
  #endif
  }
  
  */
  
  