public int GetAttributeLocation(ShaderAttributeName attribName) { foreach (ShaderAttribute a in attributes) { if (a.name == attribName) { return(a.location); } } ShaderUniformManager uniMan = ShaderUniformManager.GetSingleton(); Logger.LogError(Logger.ErrorState.Limited, "Attribute " + uniMan.GetAttributeName(attribName) + " location not found"); return(-1); }