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#include <mbgl/shader/linepattern_shader.hpp>
#include <mbgl/shader/linepattern.vertex.hpp>
#include <mbgl/shader/linepattern.fragment.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
LinepatternShader::LinepatternShader(gl::ObjectStore& store)
: Shader(shaders::linepattern::name,
shaders::linepattern::vertex,
shaders::linepattern::fragment,
store),
a_data(MBGL_CHECK_ERROR(glGetAttribLocation(getID(), "a_data"))) {
}
void LinepatternShader::bind(GLbyte* offset) {
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_pos));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 8, offset + 0));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(a_data));
MBGL_CHECK_ERROR(glVertexAttribPointer(a_data, 4, GL_UNSIGNED_BYTE, false, 8, offset + 4));
}
} // namespace mbgl
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