Clean up WebGL provides
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// This file is automatically generated, do not edit
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goog.provide('ol.renderer.webgl.tilelayershader');
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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.tilelayershader.Fragment = function() {
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ol.webgl.Fragment.call(this, ol.renderer.webgl.tilelayershader.Fragment.SOURCE);
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};
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ol.inherits(ol.renderer.webgl.tilelayershader.Fragment, ol.webgl.Fragment);
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goog.addSingletonGetter(ol.renderer.webgl.tilelayershader.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.tilelayershader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform sampler2D u_texture;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_texture, v_texCoord);\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.tilelayershader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}';
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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.tilelayershader.Fragment.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.tilelayershader.Fragment.DEBUG_SOURCE :
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ol.renderer.webgl.tilelayershader.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.tilelayershader.Vertex = function() {
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ol.webgl.Vertex.call(this, ol.renderer.webgl.tilelayershader.Vertex.SOURCE);
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};
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ol.inherits(ol.renderer.webgl.tilelayershader.Vertex, ol.webgl.Vertex);
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goog.addSingletonGetter(ol.renderer.webgl.tilelayershader.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.tilelayershader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nuniform vec4 u_tileOffset;\n\nvoid main(void) {\n gl_Position = vec4(a_position * u_tileOffset.xy + u_tileOffset.zw, 0., 1.);\n v_texCoord = a_texCoord;\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.tilelayershader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform vec4 d;void main(void){gl_Position=vec4(b*d.xy+d.zw,0.,1.);a=c;}';
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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.tilelayershader.Vertex.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.tilelayershader.Vertex.DEBUG_SOURCE :
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ol.renderer.webgl.tilelayershader.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.tilelayershader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_texture = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_texture' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_tileOffset = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_tileOffset' : 'd');
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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' : 'b');
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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' : 'c');
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};
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