initVao(shader)
    {
        // TODO: https://github.com/pixijs/pixi.js/issues/2842
        // Dont try to deal with attributes the filter doesn't actually have
        this.vao.clear()
            .setIndexBuffer(this.indexBuffer)
            .addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0)
            .addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4);
    }
/**
     * Initialises the vaos and uses the shader
     *
     * @param {GLShader} shader - The shader to use.
     */
Initialises the vaos and uses the shader
@param {GLShader} shader - The shader to use.
Initialises the vaos and uses the shader @param { GLShader } shader - The shader to use .
initVao(shader)
    {
        this.vao.clear()
            .setIndexBuffer(this.indexBuffer)
            .addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0)
            .addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4);
    }
initVao ( shader ) { this . vao . clear ( ) . setIndexBuffer ( this . indexBuffer ) . addAttribute ( this . vertexBuffer , shader . attributes . aVertexPosition , this . gl . FLOAT , false , 4 * 4 , 0 ) . addAttribute ( this . vertexBuffer , shader . attributes . aTextureCoord , this . gl . FLOAT , false , 4 * 4 , 2 * 4 ) ; }
Initialises the vaos and uses the shader
 @param {GLShader} shader - The shader to use.
Initialises the vaos and uses the shader @param { GLShader } shader - The shader to use .
// TODO: https://github.com/pixijs/pixi.js/issues/2842 // Dont try to deal with attributes the filter doesn't actually have