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#pragma once
#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/attribute.hpp>
#include <mbgl/shader/symbol_uniforms.hpp>
namespace mbgl {
class SymbolVertex;
class SymbolSDFShader : public gl::Shader {
public:
SymbolSDFShader(gl::Context&, Defines defines = None);
using VertexType = SymbolVertex;
using UniformsType = SymbolSDFUniforms;
gl::Attribute<int16_t, 2> a_pos = { "a_pos", *this };
gl::Attribute<int16_t, 2> a_offset = { "a_offset", *this };
gl::Attribute<uint16_t, 2> a_texture_pos = { "a_texture_pos", *this };
gl::Attribute<uint8_t, 4> a_data = { "a_data", *this };
typename SymbolSDFUniforms::State uniformsState;
};
} // namespace mbgl
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