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#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
namespace gl {
using namespace platform;
optional<AttributeLocation> queryLocation(ProgramID id, const char* name) {
GLint attributeLocation = MBGL_CHECK_ERROR(glGetAttribLocation(id, name));
if (attributeLocation != -1) {
return attributeLocation;
} else {
return {};
}
}
} // namespace gl
} // namespace mbgl
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