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#pragma once
#include <mbgl/gl/attribute.hpp>
#include <vector>
#include <cstdint>
namespace mbgl {
class FillVertex {
public:
FillVertex(int16_t x, int16_t y)
: a_pos { x, y } {}
const int16_t a_pos[2];
};
namespace gl {
template <class Shader>
struct AttributeBindings<Shader, FillVertex> {
std::vector<AttributeBinding> operator()(const Shader& shader) {
return {{
MBGL_MAKE_ATTRIBUTE_BINDING(FillVertex, shader, a_pos)
}};
};
};
} // namespace gl
} // namespace mbgl
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