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#pragma once
#include <mbgl/shader/shader.hpp>
#include <mbgl/shader/uniform.hpp>
namespace mbgl {
namespace gl {
template <class> class VertexBuffer;
} // namespace gl
class RasterVertex;
class RasterShader : public Shader {
public:
RasterShader(gl::Context&, Defines defines = None);
void bind(const gl::VertexBuffer<RasterVertex>&,
const int8_t* offset);
UniformMatrix<4> u_matrix = {"u_matrix", *this};
Uniform<int32_t> u_image0 = {"u_image0", *this};
Uniform<int32_t> u_image1 = {"u_image1", *this};
Uniform<float> u_opacity0 = {"u_opacity0", *this};
Uniform<float> u_opacity1 = {"u_opacity1", *this};
Uniform<float> u_buffer_scale = {"u_buffer_scale", *this};
Uniform<float> u_brightness_low = {"u_brightness_low", *this};
Uniform<float> u_brightness_high = {"u_brightness_high", *this};
Uniform<float> u_saturation_factor = {"u_saturation_factor", *this};
Uniform<float> u_contrast_factor = {"u_contrast_factor", *this};
Uniform<std::array<float, 3>> u_spin_weights = {"u_spin_weights", *this};
Uniform<std::array<float, 2>> u_tl_parent = {"u_tl_parent", *this};
Uniform<float> u_scale_parent = {"u_scale_parent", *this};
};
} // namespace mbgl
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