Clean up WebGL provides
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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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