// 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 shaderRectangleFrag = &fyne.StaticResource{
	StaticName: "rectangle.frag",
	StaticContent: []byte(
		"#version 110\n\n/* scaled params */\nuniform vec2 frame_size;\nuniform vec4 rect_coords; //x1 [0], x2 [1], y1 [2], y2 [3]; coords of the rect_frame\nuniform float stroke_width;\n/* colors params*/\nuniform vec4 fill_color;\nuniform vec4 stroke_color;\n\n\nvoid main() {\n\n    vec4 color = fill_color;\n    \n    if (gl_FragCoord.x >= rect_coords[1] - stroke_width ){\n        color = stroke_color;\n    } else if (gl_FragCoord.x <= rect_coords[0] + stroke_width){\n        color = stroke_color;\n    } else if (gl_FragCoord.y <= frame_size.y - rect_coords[3] + stroke_width ){\n        color = stroke_color;\n    } else if (gl_FragCoord.y >= frame_size.y - rect_coords[2] - stroke_width ){\n        color = stroke_color;\n    }\n\n    gl_FragColor = color;\n}\n"),
}
var shaderRectangleVert = &fyne.StaticResource{
	StaticName: "rectangle.vert",
	StaticContent: []byte(
		"#version 110\n\nattribute vec2 vert;\nattribute vec2 normal;\n\nvoid main() {\n    gl_Position = vec4(vert+normal, 0, 1);\n}\n"),
}
var shaderRectangleesFrag = &fyne.StaticResource{
	StaticName: "rectangle_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\n/* scaled params */\nuniform vec2 frame_size;\nuniform vec4 rect_coords; //x1 [0], x2 [1], y1 [2], y2 [3]; coords of the rect_frame\nuniform float stroke_width;\n/* colors params*/\nuniform vec4 fill_color;\nuniform vec4 stroke_color;\n\n\nvoid main() {\n\n    vec4 color = fill_color;\n    \n    if (gl_FragCoord.x >= rect_coords[1] - stroke_width ){\n        color = stroke_color;\n    } else if (gl_FragCoord.x <= rect_coords[0] + stroke_width){\n        color = stroke_color;\n    } else if (gl_FragCoord.y <= frame_size.y - rect_coords[3] + stroke_width ){\n        color = stroke_color;\n    } else if (gl_FragCoord.y >= frame_size.y - rect_coords[2] - stroke_width ){\n        color = stroke_color;\n    }\n\n    gl_FragColor = color;\n}\n"),
}
var shaderRectangleesVert = &fyne.StaticResource{
	StaticName: "rectangle_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\nvoid main() {\n    gl_Position = vec4(vert+normal, 0, 1);\n}\n"),
}
var shaderRoundrectangleFrag = &fyne.StaticResource{
	StaticName: "round_rectangle.frag",
	StaticContent: []byte(
		"#version 110\n\n/* scaled params */\nuniform vec2 frame_size;\nuniform vec4 rect_coords; //x1 [0], x2 [1], y1 [2], y2 [3]; coords of the rect_frame\nuniform float stroke_width_half;\nuniform vec2 rect_size_half;\nuniform float radius;\n/* colors params*/\nuniform vec4 fill_color;\nuniform vec4 stroke_color;\n\nfloat calc_distance(vec2 p, vec2 b, float r)\n{\n    vec2 d = abs(p) - b + vec2(r);\n\treturn min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;   \n}\n\nvoid main() {\n\n    vec4 frag_rect_coords = vec4(rect_coords[0], rect_coords[1], frame_size.y - rect_coords[3], frame_size.y - rect_coords[2]);\n    vec2 vec_centered_pos = (gl_FragCoord.xy - vec2(frag_rect_coords[0] + frag_rect_coords[1], frag_rect_coords[2] + frag_rect_coords[3]) * 0.5);\n\n    float distance = calc_distance(vec_centered_pos, rect_size_half, radius - stroke_width_half);\n\n    vec4 from_color = stroke_color; //Always the border color. If no border, this still should be set\n    vec4 to_color = stroke_color; //Outside color\n\n    if (stroke_width_half == 0.0)\n    {\n        from_color = fill_color;\n        to_color = fill_color;\n    }\n    to_color[3] = 0.0; // blend the fill colour to alpha\n\n    if (distance < 0.0)\n    {\n        to_color = fill_color;\n    } \n\n    distance = abs(distance) - stroke_width_half;\n\n    float blend_amount = smoothstep(-1.0, 1.0, distance);\n\n    // final color\n    gl_FragColor = mix(from_color, to_color, blend_amount);\n}\n"),
}
var shaderRoundrectangleesFrag = &fyne.StaticResource{
	StaticName: "round_rectangle_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\n/* scaled params */\nuniform vec2 frame_size;\nuniform vec4 rect_coords; //x1 [0], x2 [1], y1 [2], y2 [3]; coords of the rect_frame\nuniform float stroke_width_half;\nuniform vec2 rect_size_half;\nuniform float radius;\n/* colors params*/\nuniform vec4 fill_color;\nuniform vec4 stroke_color;\n\nfloat calc_distance(vec2 p, vec2 b, float r)\n{\n    vec2 d = abs(p) - b + vec2(r);\n\treturn min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;   \n}\n\nvoid main() {\n\n    vec4 frag_rect_coords = vec4(rect_coords[0], rect_coords[1], frame_size.y - rect_coords[3], frame_size.y - rect_coords[2]);\n    vec2 vec_centered_pos = (gl_FragCoord.xy - vec2(frag_rect_coords[0] + frag_rect_coords[1], frag_rect_coords[2] + frag_rect_coords[3]) * 0.5);\n\n    float distance = calc_distance(vec_centered_pos, rect_size_half, radius - stroke_width_half);\n\n    vec4 from_color = stroke_color; //Always the border color. If no border, this still should be set\n    vec4 to_color = stroke_color; //Outside color\n\n    if (stroke_width_half == 0.0)\n    {\n        from_color = fill_color;\n        to_color = fill_color;\n    }\n    to_color[3] = 0.0; // blend the fill colour to alpha\n\n    if (distance < 0.0)\n    {\n        to_color = fill_color;\n    } \n\n    distance = abs(distance) - stroke_width_half;\n\n    float blend_amount = smoothstep(-1.0, 1.0, distance);\n\n    // final color\n    gl_FragColor = mix(from_color, to_color, blend_amount);\n}\n"),
}
var shaderSimpleFrag = &fyne.StaticResource{
	StaticName: "simple.frag",
	StaticContent: []byte(
		"#version 110\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\nvarying float fragAlpha;\n\nvoid main() {\n    vec4 texColor = texture2D(tex, fragTexCoord);\n    texColor.a *= fragAlpha;\n    texColor.r *= fragAlpha;\n    texColor.g *= fragAlpha;\n    texColor.b *= fragAlpha;\n\n    if(texColor.a < 0.01)\n        discard;\n    gl_FragColor = texColor;\n}\n"),
}
var shaderSimpleVert = &fyne.StaticResource{
	StaticName: "simple.vert",
	StaticContent: []byte(
		"#version 110\n\nuniform float alpha;\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\n\nvarying vec2 fragTexCoord;\nvarying float fragAlpha;\n\nvoid main() {\n    fragTexCoord = vertTexCoord;\n    fragAlpha = alpha;\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;\nvarying float fragAlpha;\n\nvoid main() {\n    vec4 texColor = texture2D(tex, fragTexCoord);\n    texColor.a *= fragAlpha;\n    texColor.r *= fragAlpha;\n    texColor.g *= fragAlpha;\n    texColor.b *= fragAlpha;\n\n    if(texColor.a < 0.01)\n        discard;\n    gl_FragColor = texColor;\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\nuniform float alpha;\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\n\nvarying vec2 fragTexCoord;\nvarying float fragAlpha;\n\nvoid main() {\n    fragTexCoord = vertTexCoord;\n    fragAlpha = alpha;\n\n    gl_Position = vec4(vert, 1);\n}"),
}
