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#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shaders/background.hpp>
#include <mbgl/shaders/background_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/style/layers/background_layer_properties.hpp>
#include <string>
namespace mbgl {
class ImagePosition;
class UnwrappedTileID;
class TransformState;
template <class> class Faded;
using BackgroundLayoutAttributes = PositionOnlyLayoutAttributes;
struct BackgroundUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_color,
uniforms::u_opacity>
{};
struct BackgroundPatternUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_texsize,
uniforms::u_pattern_tl_a,
uniforms::u_pattern_br_a,
uniforms::u_pattern_tl_b,
uniforms::u_pattern_br_b,
uniforms::u_pattern_size_a,
uniforms::u_pattern_size_b,
uniforms::u_scale_a,
uniforms::u_scale_b,
uniforms::u_mix,
uniforms::u_image,
uniforms::u_pixel_coord_upper,
uniforms::u_pixel_coord_lower,
uniforms::u_tile_units_to_pixels>
{
static Values values(mat4 matrix,
float opacity,
Size atlasSize,
const ImagePosition&,
const ImagePosition&,
const CrossfadeParameters&,
const UnwrappedTileID&,
const TransformState&);
};
class BackgroundProgram : public Program<
shaders::background,
gl::Triangle,
BackgroundLayoutAttributes,
BackgroundUniforms,
style::Properties<>>
{
public:
using Program::Program;
};
class BackgroundPatternProgram : public Program<
shaders::background_pattern,
gl::Triangle,
BackgroundLayoutAttributes,
BackgroundPatternUniforms,
style::Properties<>>
{
public:
using Program::Program;
};
using BackgroundLayoutVertex = BackgroundProgram::LayoutVertex;
using BackgroundAttributes = BackgroundProgram::Attributes;
} // namespace mbgl
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