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path: root/src/mbgl/shader/linesdf_shader.hpp
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#pragma once

#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
#include <mbgl/util/color.hpp>

namespace mbgl {

class LineSDFShader : public Shader {
public:
    LineSDFShader(gl::Context&, Defines defines = None);

    void bind(int8_t* offset) final;

    UniformMatrix<4>              u_matrix             = {"u_matrix",             *this};
    Uniform<Color>                u_color              = {"u_color",              *this};
    Uniform<float>                u_opacity            = {"u_opacity",            *this};
    Uniform<float>                u_linewidth          = {"u_linewidth",          *this};
    Uniform<float>                u_gapwidth           = {"u_gapwidth",           *this};
    Uniform<float>                u_antialiasing       = {"u_antialiasing",       *this};
    Uniform<float>                u_ratio              = {"u_ratio",              *this};
    Uniform<float>                u_blur               = {"u_blur",               *this};
    Uniform<std::array<float, 2>> u_patternscale_a     = { "u_patternscale_a",    *this};
    Uniform<float>                u_tex_y_a            = {"u_tex_y_a",            *this};
    Uniform<std::array<float, 2>> u_patternscale_b     = { "u_patternscale_b",    *this};
    Uniform<float>                u_tex_y_b            = {"u_tex_y_b",            *this};
    Uniform<int32_t>              u_image              = {"u_image",              *this};
    Uniform<float>                u_sdfgamma           = {"u_sdfgamma",           *this};
    Uniform<float>                u_mix                = {"u_mix",                *this};
    Uniform<float>                u_extra              = {"u_extra",              *this};
    Uniform<float>                u_offset             = {"u_offset",             *this};
    UniformMatrix<2>              u_antialiasingmatrix = {"u_antialiasingmatrix", *this};
};


} // namespace mbgl