#ifndef MBGL_RENDERER_SHADER_RASTER #define MBGL_RENDERER_SHADER_RASTER #include #include namespace mbgl { class RasterShader : public Shader { public: RasterShader(gl::GLObjectStore&); void bind(GLbyte *offset) final; UniformMatrix<4> u_matrix = {"u_matrix", *this}; Uniform u_image = {"u_image", *this}; Uniform u_opacity = {"u_opacity", *this}; Uniform u_buffer = {"u_buffer", *this}; Uniform u_brightness_low = {"u_brightness_low", *this}; Uniform u_brightness_high = {"u_brightness_high", *this}; Uniform u_saturation_factor = {"u_saturation_factor", *this}; Uniform u_contrast_factor = {"u_contrast_factor", *this}; Uniform> u_spin_weights = {"u_spin_weights", *this}; }; } // namespace mbgl #endif