#pragma once #include #include #include namespace mbgl { namespace uniforms { // Uniforms common to several shaders. 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, 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(Size, texsize_icon); MBGL_DEFINE_UNIFORM_SCALAR(bool, pitch_with_map); MBGL_DEFINE_UNIFORM_SCALAR(float, camera_to_center_distance); MBGL_DEFINE_UNIFORM_SCALAR(float, device_pixel_ratio); 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, extrude_scale); namespace heatmap { MBGL_DEFINE_UNIFORM_SCALAR(float, extrude_scale); } // namespace heatmap 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, 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