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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class OutlinePatternShader : public Shader {
public:
OutlinePatternShader(gl::ObjectStore&, bool overdraw = false);
void bind(GLbyte *offset) final;
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_br_a = {"u_pattern_br_a", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_tl_b = {"u_pattern_tl_b", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_br_b = {"u_pattern_br_b", *this};
Uniform<GLfloat> u_opacity = {"u_opacity", *this};
Uniform<GLfloat> u_mix = {"u_mix", *this};
Uniform<GLfloat> u_scale_a = {"u_scale_a", *this};
Uniform<GLfloat> u_scale_b = {"u_scale_b", *this};
Uniform<GLfloat> u_tile_units_to_pixels = {"u_tile_units_to_pixels", *this};
Uniform<GLint> u_image = {"u_image", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_size_a = {"u_pattern_size_a", *this};
Uniform<std::array<GLfloat, 2>> u_pattern_size_b = {"u_pattern_size_b", *this};
Uniform<std::array<GLfloat, 2>> u_pixel_coord_upper = {"u_pixel_coord_upper", *this};
Uniform<std::array<GLfloat, 2>> u_pixel_coord_lower = {"u_pixel_coord_lower", *this};
Uniform<std::array<GLfloat, 2>> u_world = {"u_world", *this};
};
} // namespace mbgl
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