#include #include #include #include #include using namespace mbgl; LineShader::LineShader(gl::ObjectStore& store) : Shader("line", shaders::line::vertex, shaders::line::fragment, store) , a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) { } void LineShader::bind(GLbyte* offset) { MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0)); MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_data, 4, GL_UNSIGNED_BYTE, false, 8, offset + 4)); }