#include #include #include #include namespace mbgl { CollisionBoxShader::CollisionBoxShader(gl::ObjectStore& store) : Shader(shaders::collisionbox::name, shaders::collisionbox::vertex, shaders::collisionbox::fragment, store) { } void CollisionBoxShader::bind(GLbyte *offset) { const GLint stride = 12; MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, stride, offset + 0)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_extrude)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_extrude, 2, GL_SHORT, false, stride, offset + 4)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_data, 2, GL_UNSIGNED_BYTE, false, stride, offset + 8)); } } // namespace mbgl