// All material copyright ESRI, All Rights Reserved, unless otherwise specified.
// See http://js.arcgis.com/3.23/esri/copyright.txt for details.
//>>built
require({cache:{"url:esri/layers/vectorTiles/views/2d/engine/webgl/Shaders.xml":'\x3c?xml version\x3d"1.0" encoding\x3d"UTF-8"?\x3e\r\n\x3c!--\r\n  Add your GLSL snippets to this file. You should start from\r\n  importing your old GLSL files. For instance, if you have a\r\n  file such as myShader.vs.glsl you should create a new \x3csnippet name\x3d"myShaderVS"\x3e\r\n  and then copy and paste the GLSL source as the content. You will then convert your\r\n  code to use the {@link esri/views/2d/engine/webgl/glShaderSnippets glShaderSnippets}\r\n  instance to access the GLSL code, instead of importing it directly with require("dojo/text!...").\r\n--\x3e\r\n\x3csnippets\x3e\r\n\r\n  \x3csnippet name\x3d"foobarVS"\x3e\r\n  \x3c/snippet\x3e\r\n\r\n  \x3csnippet name\x3d"foobarFS"\x3e\r\n  \x3c/snippet\x3e\r\n\r\n\x3c/snippets\x3e\r\n\r\n',
"url:esri/layers/vectorTiles/views/2d/engine/webgl/bitblit.vs.glsl":"attribute vec2 a_pos;\r\nattribute vec2 a_tex;\r\n\r\nvarying mediump vec2 v_uv;\r\n\r\nvoid main(void) {\r\n  gl_Position \x3d vec4(a_pos, 0.0, 1.0);\r\n  v_uv \x3d a_tex;\r\n}\r\n","url:esri/layers/vectorTiles/views/2d/engine/webgl/bitblit.fs.glsl":"\tuniform lowp sampler2D u_tex;\r\n\tuniform lowp float u_opacity;\r\n\r\n\tvarying mediump vec2 v_uv;\r\n\r\n\tvoid main() {\r\n\t\tlowp vec4 color \x3d texture2D(u_tex, v_uv);\r\n\r\n    // Note: output in pre-multiplied alpha for correct alpha compositing\r\n\t\tgl_FragColor \x3d color *  u_opacity;\r\n\t}\r\n",
"url:esri/layers/vectorTiles/views/2d/engine/webgl/stencil.vs.glsl":"attribute vec2 a_pos;\r\n\r\nvoid main() {\r\n  gl_Position \x3d vec4(a_pos, 0.0, 1.0);\r\n}\r\n","url:esri/layers/vectorTiles/views/2d/engine/webgl/stencil.fs.glsl":"void main() {\r\n  gl_FragColor \x3d vec4(1.0, 1.0, 1.0, 1.0);\r\n}\r\n"}});
define("esri/layers/vectorTiles/views/2d/engine/webgl/glShaderSnippets","require exports ../../../webgl/ShaderSnippets dojo/text!./Shaders.xml dojo/text!./bitblit.vs.glsl dojo/text!./bitblit.fs.glsl dojo/text!./stencil.vs.glsl dojo/text!./stencil.fs.glsl".split(" "),function(b,l,d,e,f,g,h,k){function c(b,c){a+='\x3csnippet name\x3d"'+b+'"\x3e\x3c![CDATA[';a+=c;a+="]]\x3e\x3c/snippet\x3e"}var a="",a=a+'\x3c?xml version\x3d"1.0" encoding\x3d"UTF-8"?\x3e',a=a+"\x3csnippets\x3e";c("bitblitVS",f);c("bitblitFS",
g);c("stencilVS",h);c("stencilFS",k);a+="\x3c/snippets\x3e";b=new d;d.parse(a,b);d.parse(e,b);return b});