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-rw-r--r--src/mbgl/programs/uniforms.hpp96
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