#include #include namespace mbgl { namespace shaders { // // Collision box using CollisionBoxShaderSource = ShaderSource; const std::array CollisionBoxShaderSource::attributes = { AttributeInfo{0, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionPosVertexAttribute}, AttributeInfo{1, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionAnchorPosVertexAttribute}, AttributeInfo{2, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionExtrudeVertexAttribute}, // Dynamic AttributeInfo{3, gfx::AttributeDataType::UShort2, collisionUBOCount + 1, idCollisionPlacedVertexAttribute}, AttributeInfo{4, gfx::AttributeDataType::Float2, collisionUBOCount + 1, idCollisionShiftVertexAttribute}, }; const std::array CollisionBoxShaderSource::textures = {}; // // Collision circle using CollisionCircleShaderSource = ShaderSource; const std::array CollisionCircleShaderSource::attributes = { AttributeInfo{0, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionPosVertexAttribute}, AttributeInfo{1, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionAnchorPosVertexAttribute}, AttributeInfo{2, gfx::AttributeDataType::Short2, collisionUBOCount + 0, idCollisionExtrudeVertexAttribute}, // Dynamic AttributeInfo{3, gfx::AttributeDataType::UShort2, collisionUBOCount + 1, idCollisionPlacedVertexAttribute}, }; const std::array CollisionCircleShaderSource::textures = {}; } // namespace shaders } // namespace mbgl