# MapLibre GL JS Shaders This repository contains the GLSL shaders ## Pragmas Some variables change type depending on their context: - if the variable is the same for all features, we declare it as a `uniform` - if the variable is different for each feature, we declare it as an `attribute` (in the vertex shader) and an accompanying `varying` (in both the vertex and fragment shaders). - if the variable is different for each feature and a function of zoom, we declare several `attributes` and `uniforms` then calculate the value using interpolation We abstract over this functionality using pragmas. ```glsl #pragma mapbox: define highp vec4 color main() { #pragma mapbox: initialize highp vec4 color ... fragColor = color; } ``` This program defines a variable within `main` called `color`, initialize the value of `color`, then sets `fragColor` to the value of `color`. Pragmas take the following form. ```glsl #pragma mapbox: (define|initialize) (lowp|mediump|highp) (float|vec2|vec3|vec4) {name} ``` When using pragmas, the following requirements apply. - all pragma-defined variables must have both `define` and `initialize` pragmas - `define` pragmas must be in file scope - `initialize` pragmas must be in function scope - all pragma-defined variables defined and initialized in the fragment shader must also be defined and initialized in the vertex shader because `attribute`s are not accessible from the fragment shader ## Prelude The `_prelude.fragment.glsl` and `_prelude.vertex.glsl` files are automatically included in all shaders by the compiler.