#include #include #include #include using namespace llmr; OutlineShader::OutlineShader() : Shader( shaders[OUTLINE_SHADER].vertex, shaders[OUTLINE_SHADER].fragment ) { if (!valid) { fprintf(stderr, "invalid outline shader\n"); return; } a_pos = glGetAttribLocation(program, "a_pos"); u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); u_world = glGetUniformLocation(program, "u_world"); } void OutlineShader::bind(char *offset) { glEnableVertexAttribArray(a_pos); glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset); }