diff options
Diffstat (limited to 'src/mbgl/programs/uniforms.hpp')
-rw-r--r-- | src/mbgl/programs/uniforms.hpp | 96 |
1 files changed, 48 insertions, 48 deletions
diff --git a/src/mbgl/programs/uniforms.hpp b/src/mbgl/programs/uniforms.hpp index 79febf7f73..702b21def9 100644 --- a/src/mbgl/programs/uniforms.hpp +++ b/src/mbgl/programs/uniforms.hpp @@ -9,61 +9,61 @@ namespace uniforms { // Uniforms common to several shaders. -MBGL_DEFINE_UNIFORM_MATRIX(double, 4, u_matrix); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity); -MBGL_DEFINE_UNIFORM_SCALAR(Color, u_color); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_blur); +MBGL_DEFINE_UNIFORM_MATRIX(double, 4, matrix); +MBGL_DEFINE_UNIFORM_SCALAR(float, opacity); +MBGL_DEFINE_UNIFORM_SCALAR(Color, color); +MBGL_DEFINE_UNIFORM_SCALAR(float, blur); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_zoom); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_collision_y_stretch); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_pitch); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_bearing); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_radius); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_stroke_width); -MBGL_DEFINE_UNIFORM_SCALAR(Color, u_stroke_color); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_stroke_opacity); -MBGL_DEFINE_UNIFORM_SCALAR(Color, u_fill_color); -MBGL_DEFINE_UNIFORM_SCALAR(Color, u_halo_color); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_halo_width); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_halo_blur); -MBGL_DEFINE_UNIFORM_SCALAR(Color, u_outline_color); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_height); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_base); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_width); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_floorwidth); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_gapwidth); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_offset); -MBGL_DEFINE_UNIFORM_SCALAR(Size, u_world); -MBGL_DEFINE_UNIFORM_SCALAR(Size, u_texsize); -MBGL_DEFINE_UNIFORM_SCALAR(bool, u_pitch_with_map); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_camera_to_center_distance); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_fade); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_fade_change); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_weight); +MBGL_DEFINE_UNIFORM_SCALAR(float, zoom); +MBGL_DEFINE_UNIFORM_SCALAR(float, collision_y_stretch); +MBGL_DEFINE_UNIFORM_SCALAR(float, pitch); +MBGL_DEFINE_UNIFORM_SCALAR(float, bearing); +MBGL_DEFINE_UNIFORM_SCALAR(float, radius); +MBGL_DEFINE_UNIFORM_SCALAR(float, stroke_width); +MBGL_DEFINE_UNIFORM_SCALAR(Color, stroke_color); +MBGL_DEFINE_UNIFORM_SCALAR(float, stroke_opacity); +MBGL_DEFINE_UNIFORM_SCALAR(Color, fill_color); +MBGL_DEFINE_UNIFORM_SCALAR(Color, halo_color); +MBGL_DEFINE_UNIFORM_SCALAR(float, halo_width); +MBGL_DEFINE_UNIFORM_SCALAR(float, halo_blur); +MBGL_DEFINE_UNIFORM_SCALAR(Color, outline_color); +MBGL_DEFINE_UNIFORM_SCALAR(float, height); +MBGL_DEFINE_UNIFORM_SCALAR(float, base); +MBGL_DEFINE_UNIFORM_SCALAR(float, width); +MBGL_DEFINE_UNIFORM_SCALAR(float, floorwidth); +MBGL_DEFINE_UNIFORM_SCALAR(float, gapwidth); +MBGL_DEFINE_UNIFORM_SCALAR(float, offset); +MBGL_DEFINE_UNIFORM_SCALAR(Size, world); +MBGL_DEFINE_UNIFORM_SCALAR(Size, texsize); +MBGL_DEFINE_UNIFORM_SCALAR(bool, pitch_with_map); +MBGL_DEFINE_UNIFORM_SCALAR(float, camera_to_center_distance); +MBGL_DEFINE_UNIFORM_SCALAR(float, fade); +MBGL_DEFINE_UNIFORM_SCALAR(float, fade_change); +MBGL_DEFINE_UNIFORM_SCALAR(float, weight); -MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_extrude_scale); +MBGL_DEFINE_UNIFORM_VECTOR(float, 2, extrude_scale); namespace heatmap { -MBGL_DEFINE_UNIFORM_SCALAR(float, u_extrude_scale); +MBGL_DEFINE_UNIFORM_SCALAR(float, extrude_scale); } // namespace heatmap -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 4, u_pattern_from); -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 4, u_pattern_to); -MBGL_DEFINE_UNIFORM_VECTOR(float, 4, u_scale); -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, u_pattern_tl_a); -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, u_pattern_br_a); -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, u_pattern_tl_b); -MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, u_pattern_br_b); -MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_size_a); -MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pattern_size_b); -MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_upper); -MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_lower); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 4, pattern_from); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 4, pattern_to); +MBGL_DEFINE_UNIFORM_VECTOR(float, 4, scale); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, pattern_tl_a); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, pattern_br_a); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, pattern_tl_b); +MBGL_DEFINE_UNIFORM_VECTOR(uint16_t, 2, pattern_br_b); +MBGL_DEFINE_UNIFORM_VECTOR(float, 2, pattern_size_a); +MBGL_DEFINE_UNIFORM_VECTOR(float, 2, pattern_size_b); +MBGL_DEFINE_UNIFORM_VECTOR(float, 2, pixel_coord_upper); +MBGL_DEFINE_UNIFORM_VECTOR(float, 2, pixel_coord_lower); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_mix); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_a); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_b); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_tile_units_to_pixels); -MBGL_DEFINE_UNIFORM_SCALAR(float, u_overscale_factor); +MBGL_DEFINE_UNIFORM_SCALAR(float, mix); +MBGL_DEFINE_UNIFORM_SCALAR(float, scale_a); +MBGL_DEFINE_UNIFORM_SCALAR(float, scale_b); +MBGL_DEFINE_UNIFORM_SCALAR(float, tile_units_to_pixels); +MBGL_DEFINE_UNIFORM_SCALAR(float, overscale_factor); } // namespace uniforms } // namespace mbgl |