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authorChris Loer <chris.loer@gmail.com>2017-05-25 09:15:27 -0700
committerAnsis Brammanis <brammanis@gmail.com>2017-07-11 09:10:23 -0700
commit8c23f14a9f47bc3e2d687ed25561b586643348f5 (patch)
tree5f789457e8fb1f4ba93eca7608bcd86826ec5c44 /src/mbgl/programs/symbol_program.hpp
parentf8402e20425cee6cbad2a28809bce17ac46c1379 (diff)
downloadqtlocation-mapboxgl-8c23f14a9f47bc3e2d687ed25561b586643348f5.tar.gz
[core] Use fade texture in collision debug boxes so that they agree more closely with symbol shaders.
Diffstat (limited to 'src/mbgl/programs/symbol_program.hpp')
-rw-r--r--src/mbgl/programs/symbol_program.hpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/mbgl/programs/symbol_program.hpp b/src/mbgl/programs/symbol_program.hpp
index c38ed04a1e..130e556b46 100644
--- a/src/mbgl/programs/symbol_program.hpp
+++ b/src/mbgl/programs/symbol_program.hpp
@@ -31,7 +31,6 @@ class TransformState;
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_rotate_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_texture);
-MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_fadetexture);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_aspect_ratio);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_is_halo);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gamma_scale);