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#include <mbgl/shader/dot_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
using namespace mbgl;
DotShader::DotShader()
: Shader(
"dot",
shaders[DOT_SHADER].vertex,
shaders[DOT_SHADER].fragment
) {
if (!valid) {
fprintf(stderr, "invalid dot shader\n");
return;
}
a_pos = glGetAttribLocation(program, "a_pos");
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");
u_size = glGetUniformLocation(program, "u_size");
u_blur = glGetUniformLocation(program, "u_blur");
// fprintf(stderr, "DotShader:\n");
// fprintf(stderr, " - u_matrix: %d\n", u_matrix);
// fprintf(stderr, " - u_color: %d\n", u_color);
// fprintf(stderr, " - u_size: %d\n", u_size);
// fprintf(stderr, " - u_blur: %d\n", u_blur);
}
void DotShader::bind(char *offset) {
glEnableVertexAttribArray(a_pos);
glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset);
}
void DotShader::setColor(const std::array<float, 4>& new_color) {
if (color != new_color) {
glUniform4fv(u_color, 1, new_color.data());
color = new_color;
}
}
void DotShader::setSize(float new_size) {
if (size != new_size) {
glUniform1f(u_size, new_size);
size = new_size;
}
}
void DotShader::setBlur(float new_blur) {
if (blur != new_blur) {
glUniform1f(u_blur, new_blur);
blur = new_blur;
}
}
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