[core] render extrusions directly in the main framebuffer
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@@ -36,9 +36,10 @@ float lightIntensity(const EvaluatedLight& light) {
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}
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FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(
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mat4 matrix, const TransformState& state, const EvaluatedLight& light) {
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mat4 matrix, const TransformState& state, const float opacity, const EvaluatedLight& light) {
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return {
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uniforms::matrix::Value( matrix ),
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uniforms::opacity::Value( opacity ),
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uniforms::lightcolor::Value( lightColor(light) ),
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uniforms::lightpos::Value( lightPosition(light, state) ),
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uniforms::lightintensity::Value( lightIntensity(light) )
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@@ -51,6 +52,7 @@ FillExtrusionPatternProgram::layoutUniformValues(mat4 matrix,
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const CrossfadeParameters& crossfade,
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const UnwrappedTileID& tileID,
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const TransformState& state,
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const float opacity,
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const float heightFactor,
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const float pixelRatio,
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const EvaluatedLight& light) {
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@@ -61,6 +63,7 @@ FillExtrusionPatternProgram::layoutUniformValues(mat4 matrix,
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return {
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uniforms::matrix::Value( matrix ),
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uniforms::opacity::Value( opacity ),
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uniforms::scale::Value( {{pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale}} ),
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uniforms::texsize::Value( atlasSize ),
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uniforms::fade::Value( crossfade.t ),
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