Upgrade OpenGL backend to ES 3.0 (#995)
Co-authored-by: Tadej Novak <tadej@tano.si>
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@@ -1,4 +1,4 @@
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#include <GLES2/gl2.h>
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#include <GLES3/gl3.h>
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#include <android/log.h>
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#include <jni.h>
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#include <mbgl/gl/custom_layer.hpp>
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@@ -109,8 +109,8 @@ void checkCompileStatus(GLuint shader) {
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// /DEBUGGING
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static const GLchar * vertexShaderSource = "attribute vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }";
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static const GLchar * fragmentShaderSource = "uniform highp vec4 fill_color; void main() { gl_FragColor = fill_color; }";
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static const GLchar * vertexShaderSource = "#version 300 es\nlayout (location = 0) in vec2 a_pos; void main() { gl_Position = vec4(a_pos, 0, 1); }";
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static const GLchar * fragmentShaderSource = "#version 300 es\nuniform highp vec4 fill_color; out highp vec4 fragColor; void main() { fragColor = fill_color; }";
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class ExampleCustomLayer: mbgl::style::CustomLayerHost {
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public:
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