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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class LineShader : public Shader {
public:
LineShader(gl::GLObjectStore&);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
Uniform<GLfloat> u_ratio = {"u_ratio", *this};
Uniform<GLfloat> u_linewidth = {"u_linewidth", *this};
Uniform<GLfloat> u_gapwidth = {"u_gapwidth", *this};
Uniform<GLfloat> u_antialiasing = {"u_antialiasing", *this};
Uniform<GLfloat> u_blur = {"u_blur", *this};
Uniform<GLfloat> u_extra = {"u_extra", *this};
Uniform<GLfloat> u_offset = {"u_offset", *this};
UniformMatrix<2> u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
private:
GLint a_data = -1;
};
} // namespace mbgl
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