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#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/uniform.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class PlainVertex;
class OutlineShader : public gl::Shader {
public:
OutlineShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<PlainVertex>&,
const int8_t* offset);
gl::UniformMatrix<4> u_matrix = {"u_matrix", *this};
gl::Uniform<Color> u_outline_color = {"u_outline_color", *this};
gl::Uniform<float> u_opacity = {"u_opacity", *this};
gl::Uniform<std::array<float, 2>> u_world = {"u_world", *this};
};
} // namespace mbgl
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