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#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class CircleVertex;
class CircleShader : public gl::Shader {
public:
CircleShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<CircleVertex>&,
const int8_t* offset);
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<std::array<float, 2>> u_extrude_scale = {"u_extrude_scale", *this};
gl::Uniform<float> u_devicepixelratio = {"u_devicepixelratio", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_radius = {"u_radius", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<int32_t> u_scale_with_map = {"u_scale_with_map", *this};
};
} // namespace mbgl
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