<commit_before>#include "gpu_program_manager.hpp"
#include "../base/assert.hpp"

namespace
{
  const string SimpleVertexShader =
      "attribute vec2 position;\
       uniform float depth;\
       uniform mat4 modelViewMatrix;\
       uniform mat4 projectionMatrix;\
       void main()\
       {\
         gl_Position = vec4(position.xy, depth, 1.0) * modelViewMatrix * projectionMatrix;\
       }";

  const string SimpleFragmentShader =
       "uniform vec4 color;\
        void main()\
        {\
          gl_FragColor = color;\
        }";

  struct ShadersInfo
  {
    int32_t VertexShaderIndex;
    int32_t FragmentShaderIndex;
    string VertexShaderSource;
    string FragmentShaderSource;
  };

  class ShaderMapper
  {
  public:
    ShaderMapper()
    {
      ShadersInfo info;
      info.VertexShaderIndex = 1;
      info.FragmentShaderIndex = 2;
      info.FragmentShaderSource = SimpleFragmentShader;
      info.VertexShaderSource = SimpleVertexShader;
      m_mapping[1] = info;
    }

    const ShadersInfo & GetShaders(int program)
    {
      ASSERT(m_mapping.find(program) != m_mapping.end(), ());
      return m_mapping[program];
    }

  private:<commit_msg>[drape_head] use other base shaders for debug<commit_after>#include "gpu_program_manager.hpp"
#include "../base/assert.hpp"

namespace
{
  const string SimpleVertexShader =
      "attribute vec2 position;\
       attribute float depth;\
       attribute vec4 color; \
       uniform mat4 modelViewMatrix;\
       uniform mat4 projectionMatrix;\
       varying vec4 vColor; \
       void main()\
       {\
         gl_Position = vec4(position.xy, depth, 1.0) * modelViewMatrix * projectionMatrix;\
         vColor = color;\
       }";

  const string SimpleFragmentShader =
       "varying vec4 vColor;\
        void main()\
        {\
          gl_FragColor = vColor;\
        }";

  struct ShadersInfo
  {
    int32_t VertexShaderIndex;
    int32_t FragmentShaderIndex;
    string VertexShaderSource;
    string FragmentShaderSource;
  };

  class ShaderMapper
  {
  public:
    ShaderMapper()
    {
      ShadersInfo info;
      info.VertexShaderIndex = 1;
      info.FragmentShaderIndex = 2;
      info.FragmentShaderSource = SimpleFragmentShader;
      info.VertexShaderSource = SimpleVertexShader;
      m_mapping[1] = info;
    }

    const ShadersInfo & GetShaders(int program)
    {
      ASSERT(m_mapping.find(program) != m_mapping.end(), ());
      return m_mapping[program];
    }

  private:
{'fraction_non_alphanumeric': 0.09464357631896898, 'fraction_numerical': 0.012082158679017317, 'mean_word_length': 2.4985915492957744, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2619523', 'n_tokens_mistral': 748, 'n_tokens_neox': 719, 'n_words': 159}