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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class LineSDFShader : public Shader {
public:
LineSDFShader(gl::GLObjectStore&);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this};
Uniform<std::array<GLfloat, 4>> u_color = {"u_color", *this};
Uniform<std::array<GLfloat, 2>> u_linewidth = {"u_linewidth", *this};
Uniform<GLfloat> u_ratio = {"u_ratio", *this};
Uniform<GLfloat> u_blur = {"u_blur", *this};
Uniform<std::array<GLfloat, 2>> u_patternscale_a = { "u_patternscale_a", *this};
Uniform<GLfloat> u_tex_y_a = {"u_tex_y_a", *this};
Uniform<std::array<GLfloat, 2>> u_patternscale_b = { "u_patternscale_b", *this};
Uniform<GLfloat> u_tex_y_b = {"u_tex_y_b", *this};
Uniform<GLint> u_image = {"u_image", *this};
Uniform<GLfloat> u_sdfgamma = {"u_sdfgamma", *this};
Uniform<GLfloat> u_mix = {"u_mix", *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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