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#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/raster_bucket.hpp>
#include <llmr/style/style_layer.hpp>
#include <llmr/map/map.hpp>
using namespace llmr;
void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& /*id*/) {
if (pass == Translucent) return;
const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
depthMask(false);
useProgram(rasterShader->program);
rasterShader->setMatrix(matrix);
rasterShader->setBuffer(0);
rasterShader->setOpacity(1);
// rasterShader->setOpacity(properties.opacity * tile_data->raster->opacity);
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
depthMask(true);
}
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