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#pragma once
#include <mbgl/shader/uniforms.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
#include <string>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(Size, u_world);
MBGL_DEFINE_UNIFORM_SCALAR(Color, u_outline_color);
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);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_upper);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_pixel_coord_lower);
} // namespace uniforms
struct FillColorUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_color,
uniforms::u_outline_color,
uniforms::u_world> {};
class SpriteAtlasPosition;
class UnwrappedTileID;
class TransformState;
namespace style {
template <class> class Faded;
} // namespace style
struct FillPatternUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_world,
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 framebufferSize,
const SpriteAtlasPosition&,
const SpriteAtlasPosition&,
const style::Faded<std::string>&,
const UnwrappedTileID&,
const TransformState&);
};
} // namespace mbgl
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