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#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
class LineVertex;
class LineSDFShader : public gl::Shader {
public:
LineSDFShader(gl::Context&, Defines defines = None);
using VertexType = LineVertex;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_color = {"u_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<float> u_linewidth = {"u_linewidth", *this};
gl::Uniform<float> u_gapwidth = {"u_gapwidth", *this};
gl::Uniform<float> u_antialiasing = {"u_antialiasing", *this};
gl::Uniform<float> u_ratio = {"u_ratio", *this};
gl::Uniform<float> u_blur = {"u_blur", *this};
gl::Uniform<std::array<float, 2>> u_patternscale_a = { "u_patternscale_a", *this};
gl::Uniform<float> u_tex_y_a = {"u_tex_y_a", *this};
gl::Uniform<std::array<float, 2>> u_patternscale_b = { "u_patternscale_b", *this};
gl::Uniform<float> u_tex_y_b = {"u_tex_y_b", *this};
gl::Uniform<int32_t> u_image = {"u_image", *this};
gl::Uniform<float> u_sdfgamma = {"u_sdfgamma", *this};
gl::Uniform<float> u_mix = {"u_mix", *this};
gl::Uniform<float> u_extra = {"u_extra", *this};
gl::Uniform<float> u_offset = {"u_offset", *this};
gl::UniformMatrix<2> u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
};
} // namespace mbgl
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