#include #include #include using namespace llmr; PlainShader::PlainShader() : Shader( shaders[PLAIN_SHADER].vertex, shaders[PLAIN_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid plain shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); attributes.emplace_front(a_pos); u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); }