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#pragma once
#include <mbgl/shader/uniforms.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image0);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image1);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity0);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_opacity1);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_buffer_scale);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_low);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_high);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_saturation_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_contrast_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_parent);
MBGL_DEFINE_UNIFORM_VECTOR(float, 3, u_spin_weights);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_tl_parent);
} // namespace uniforms
struct RasterUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_image0,
uniforms::u_image1,
uniforms::u_opacity0,
uniforms::u_opacity1,
uniforms::u_brightness_low,
uniforms::u_brightness_high,
uniforms::u_saturation_factor,
uniforms::u_contrast_factor,
uniforms::u_spin_weights,
uniforms::u_buffer_scale,
uniforms::u_scale_parent,
uniforms::u_tl_parent> {};
} // namespace mbgl
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