#include #include #include #include using namespace mbgl; PatternShader::PatternShader() : Shader( "pattern", shaders[PATTERN_SHADER].vertex, shaders[PATTERN_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid pattern shader\n"); return; } a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos")); } void PatternShader::bind(char *offset) { MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)); }