#include #include #include #include using namespace mbgl; PlainShader::PlainShader() : Shader( "plain", shaders[PLAIN_SHADER].vertex, shaders[PLAIN_SHADER].fragment ) { a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos")); } void PlainShader::bind(char *offset) { MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos)); MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset)); }