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