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