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