#include #include #include #include using namespace mbgl; LineShader::LineShader() : Shader( "line", shaders[LINE_SHADER].vertex, shaders[LINE_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid line shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); a_extrude = glGetAttribLocation(program, "a_extrude"); a_linesofar = glGetAttribLocation(program, "a_linesofar"); } void LineShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0); glEnableVertexAttribArray(a_extrude); glVertexAttribPointer(a_extrude, 2, GL_BYTE, false, 8, offset + 4); glEnableVertexAttribArray(a_linesofar); glVertexAttribPointer(a_linesofar, 1, GL_SHORT, false, 8, offset + 6); }