func BindPipVertexAttributes(s uint32) {
	posAttrib := uint32(gl.GetAttribLocation(s, gl.Str("pos\x00")))
	gl.EnableVertexAttribArray(posAttrib)
	gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
	uvAttrib := uint32(gl.GetAttribLocation(s, gl.Str("uv\x00")))
	gl.EnableVertexAttribArray(uvAttrib)
	gl.VertexAttribPointer(uvAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(8))
}
// BindPipVertexAttributes binds the attributes per vertex.
BindPipVertexAttributes binds the attributes per vertex.
// BindPipVertexAttributes binds the attributes per vertex .
func BindPipVertexAttributes(s uint32) {
	posAttrib := uint32(gl.GetAttribLocation(s, gl.Str("pos\x00")))
	gl.EnableVertexAttribArray(posAttrib)
	gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
	uvAttrib := uint32(gl.GetAttribLocation(s, gl.Str("uv\x00")))
	gl.EnableVertexAttribArray(uvAttrib)
	gl.VertexAttribPointer(uvAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(8))
}
func BindPipVertexAttributes ( s uint32 ) { posAttrib := uint32 ( gl . GetAttribLocation ( s , gl . Str ( " \x00 " ) ) ) gl . EnableVertexAttribArray ( posAttrib ) gl . VertexAttribPointer ( posAttrib , 2 , gl . FLOAT , false , 4 * 4 , gl . PtrOffset ( 0 ) ) uvAttrib := uint32 ( gl . GetAttribLocation ( s , gl . Str ( " \x00 " ) ) ) gl . EnableVertexAttribArray ( uvAttrib ) gl . VertexAttribPointer ( uvAttrib , 2 , gl . FLOAT , false , 4 * 4 , gl . PtrOffset ( 8 ) ) }
BindPipVertexAttributes binds the attributes per vertex.
BindPipVertexAttributes binds the attributes per vertex .