#include namespace mbgl { namespace shaders { const std::array ShaderSource::attributes = { AttributeInfo{0, gfx::AttributeDataType::Short2, 1, "a_pos"}, AttributeInfo{1, gfx::AttributeDataType::Float2, 1, "a_color"}, AttributeInfo{2, gfx::AttributeDataType::Float2, 1, "a_radius"}, AttributeInfo{3, gfx::AttributeDataType::Float2, 1, "a_blur"}, AttributeInfo{4, gfx::AttributeDataType::Float2, 1, "a_opacity"}, AttributeInfo{5, gfx::AttributeDataType::Float4, 1, "a_stroke_color"}, AttributeInfo{6, gfx::AttributeDataType::Float2, 1, "a_stroke_width"}, AttributeInfo{7, gfx::AttributeDataType::Float2, 1, "a_stroke_opacity"}, }; const std::array ShaderSource::uniforms = { UniformBlockInfo{8, true, false, sizeof(CircleDrawableUBO), "CircleDrawableUBO"}, UniformBlockInfo{9, true, true, sizeof(CirclePaintParamsUBO), "CirclePaintParamsUBO"}, UniformBlockInfo{10, true, true, sizeof(CircleEvaluatedPropsUBO), "CircleEvaluatedPropsUBO"}, UniformBlockInfo{11, true, false, sizeof(CircleInterpolateUBO), "CircleInterpolateUBO"}, UniformBlockInfo{12, true, true, sizeof(CirclePermutationUBO), "CirclePermutationUBO"}, UniformBlockInfo{13, true, false, sizeof(ExpressionInputsUBO), "ExpressionInputsUBO"}, }; const std::array ShaderSource::textures = {}; } // namespace shaders } // namespace mbgl