func glGetLocation(glProg gl.Uint, name string, isAtt bool) gl.Uint { var a gl.Int var s = gl.GLString(name) defer gl.GLStringFree(s) if isAtt { a = gl.GetAttribLocation(glProg, s) } else { a = gl.GetUniformLocation(glProg, s) } if a < 0 { panic("Shader attribute or uniform bind error") } return gl.Uint(a) }
func ShaderLocationA(glProg gl.Uint, name string) gl.Uint { return gl.Uint(ShaderLocation(glProg, name, true)) }