Clean up WebGL provides
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@@ -0,0 +1,44 @@
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//! NAMESPACE=ol.renderer.webgl.imagereplay.defaultshader
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//! CLASS=ol.renderer.webgl.imagereplay.defaultshader
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//! COMMON
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varying vec2 v_texCoord;
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varying float v_opacity;
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//! VERTEX
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_offsets;
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attribute float a_opacity;
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attribute float a_rotateWithView;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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if (a_rotateWithView == 1.0) {
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offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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}
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vec4 offsets = offsetMatrix * vec4(a_offsets, 0., 0.);
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;
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v_texCoord = a_texCoord;
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v_opacity = a_opacity;
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}
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//! FRAGMENT
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uniform float u_opacity;
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uniform sampler2D u_image;
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void main(void) {
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vec4 texColor = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb = texColor.rgb;
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float alpha = texColor.a * v_opacity * u_opacity;
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if (alpha == 0.0) {
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discard;
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}
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gl_FragColor.a = alpha;
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}
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@@ -0,0 +1,145 @@
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// This file is automatically generated, do not edit
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goog.provide('ol.renderer.webgl.imagereplay.defaultshader');
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goog.require('ol.webgl.Fragment');
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goog.require('ol.webgl.Vertex');
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/**
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* @constructor
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* @extends {ol.webgl.Fragment}
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* @struct
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Fragment = function() {
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ol.webgl.Fragment.call(this, ol.renderer.webgl.imagereplay.defaultshader.Fragment.SOURCE);
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};
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ol.inherits(ol.renderer.webgl.imagereplay.defaultshader.Fragment, ol.webgl.Fragment);
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goog.addSingletonGetter(ol.renderer.webgl.imagereplay.defaultshader.Fragment);
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform float u_opacity;\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying float b;uniform float k;uniform sampler2D l;void main(void){vec4 texColor=texture2D(l,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b*k;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Fragment.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.imagereplay.defaultshader.Fragment.DEBUG_SOURCE :
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ol.renderer.webgl.imagereplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @extends {ol.webgl.Vertex}
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* @struct
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Vertex = function() {
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ol.webgl.Vertex.call(this, ol.renderer.webgl.imagereplay.defaultshader.Vertex.SOURCE);
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};
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ol.inherits(ol.renderer.webgl.imagereplay.defaultshader.Vertex, ol.webgl.Vertex);
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goog.addSingletonGetter(ol.renderer.webgl.imagereplay.defaultshader.Vertex);
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.,0.);gl_Position=h*vec4(c,0.,1.)+offsets;a=d;b=f;}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Vertex.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE :
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ol.renderer.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @param {WebGLRenderingContext} gl GL.
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* @param {WebGLProgram} program Program.
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* @struct
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*/
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ol.renderer.webgl.imagereplay.defaultshader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_image = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_image' : 'l');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetRotateMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_offsetRotateMatrix' : 'j');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetScaleMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_offsetScaleMatrix' : 'i');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_opacity = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_opacity' : 'k');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_projectionMatrix' : 'h');
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/**
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* @type {number}
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*/
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this.a_offsets = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_offsets' : 'e');
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/**
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* @type {number}
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*/
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this.a_opacity = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_opacity' : 'f');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_position' : 'c');
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/**
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* @type {number}
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*/
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this.a_rotateWithView = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_rotateWithView' : 'g');
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/**
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* @type {number}
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*/
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this.a_texCoord = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_texCoord' : 'd');
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};
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