[core] rename a_gap_width => a_gapwidth, u_gap_width => u_gapwidth to reflect naming in the shader

not sure how this ever worked
This commit is contained in:
Konstantin Käfer
2017-06-14 13:07:32 +02:00
committed by John Firebaugh
parent 174408ed11
commit 7a3f7980b0
3 changed files with 3 additions and 3 deletions

View File

@@ -106,7 +106,7 @@ struct a_base {
using Type = gl::Attribute<float, 1>;
};
struct a_gap_width {
struct a_gapwidth {
static auto name() { return "a_gapwidth"; }
using Type = gl::Attribute<float, 1>;
};

View File

@@ -27,7 +27,7 @@ MBGL_DEFINE_UNIFORM_SCALAR(float, u_halo_blur);
MBGL_DEFINE_UNIFORM_SCALAR(Color, u_outline_color);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_height);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_base);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gap_width);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_gapwidth);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_offset);
MBGL_DEFINE_UNIFORM_SCALAR(Size, u_world);
MBGL_DEFINE_UNIFORM_SCALAR(Size, u_texsize);

View File

@@ -52,7 +52,7 @@ struct LineWidth : PaintProperty<float> {
static float defaultValue() { return 1; }
};
struct LineGapWidth : DataDrivenPaintProperty<float, attributes::a_gap_width, uniforms::u_gap_width> {
struct LineGapWidth : DataDrivenPaintProperty<float, attributes::a_gapwidth, uniforms::u_gapwidth> {
static float defaultValue() { return 0; }
};