#pragma once #include #include namespace mbgl { 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_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_change); MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_extrude_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_SCALAR(float, u_mix); MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image); MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_fadetexture); 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); } // namespace uniforms } // namespace mbgl