#include #include #include #include #include using namespace mbgl; PatternShader::PatternShader() : Shader( "pattern", shaders::pattern::vertex, shaders::pattern::fragment ) { } void PatternShader::bind(GLbyte *offset) { MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)); }