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#ifndef MBGL_SHADER_SHADER_PATTERN
#define MBGL_SHADER_SHADER_PATTERN
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
class PatternShader : public Shader {
public:
PatternShader(gl::GLObjectStore&);
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<GLint> u_image = {"u_image", *this};
Uniform<std::array<GLfloat, 2>> u_patternscale_a = {"u_patternscale_a", *this};
Uniform<std::array<GLfloat, 2>> u_patternscale_b = {"u_patternscale_b", *this};
Uniform<std::array<GLfloat, 2>> u_offset_a = {"u_offset_a", *this};
Uniform<std::array<GLfloat, 2>> u_offset_b = {"u_offset_b", *this};
};
} // namespace mbgl
#endif
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