Refactor bindings to allow for eliminating duplicates... (#1831)
Co-authored-by: Bart Louwers <bart@emeel.net>
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@@ -377,7 +377,7 @@ void RenderHeatmapLayer::update(gfx::ShaderRegistry& shaders,
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/* .weight_t = */ std::get<0>(paintPropertyBinders.get<HeatmapWeight>()->interpolationFactor(zoom)),
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/* .radius_t = */ std::get<0>(paintPropertyBinders.get<HeatmapRadius>()->interpolationFactor(zoom)),
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/* .padding = */ {0}};
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interpolateBuffer = context.createUniformBuffer(&interpolateUBO, sizeof(interpolateUBO));
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interpolateBuffer = context.createUniformBuffer(&interpolateUBO, sizeof(interpolateUBO), false);
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}
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return interpolateBuffer;
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};
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