#include #include #include #include using namespace mbgl; PlainShader::PlainShader() : Shader( "plain", shaders[PLAIN_SHADER].vertex, shaders[PLAIN_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid plain shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); } void PlainShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset); }