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#include <mbgl/shader/gaussian_shader.hpp>
#include <mbgl/shader/shaders.hpp>
#include <mbgl/platform/gl.hpp>
#include <cstdio>
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 = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
}
void GaussianShader::bind(char *offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset));
}
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