[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:
committed by
John Firebaugh
parent
174408ed11
commit
7a3f7980b0
@@ -106,7 +106,7 @@ struct a_base {
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using Type = gl::Attribute<float, 1>;
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};
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struct a_gap_width {
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struct a_gapwidth {
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static auto name() { return "a_gapwidth"; }
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using Type = gl::Attribute<float, 1>;
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};
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@@ -27,7 +27,7 @@ MBGL_DEFINE_UNIFORM_SCALAR(float, u_halo_blur);
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MBGL_DEFINE_UNIFORM_SCALAR(Color, u_outline_color);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_height);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_base);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_gap_width);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_gapwidth);
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MBGL_DEFINE_UNIFORM_SCALAR(float, u_offset);
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MBGL_DEFINE_UNIFORM_SCALAR(Size, u_world);
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MBGL_DEFINE_UNIFORM_SCALAR(Size, u_texsize);
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@@ -52,7 +52,7 @@ struct LineWidth : PaintProperty<float> {
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static float defaultValue() { return 1; }
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};
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struct LineGapWidth : DataDrivenPaintProperty<float, attributes::a_gap_width, uniforms::u_gap_width> {
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struct LineGapWidth : DataDrivenPaintProperty<float, attributes::a_gapwidth, uniforms::u_gapwidth> {
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static float defaultValue() { return 0; }
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};
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