Update built shader source

This commit is contained in:
Tom Payne
2013-10-01 18:33:36 +02:00
parent 39dd37073c
commit 16729065a6
5 changed files with 210 additions and 76 deletions
+46 -18
View File
@@ -1,6 +1,10 @@
// This file is automatically generated, do not edit
goog.provide('ol.renderer.webgl.map.shader.Default');
goog.require('ol.webgl.shader');
/**
* @constructor
* @extends {ol.webgl.shader.Fragment}
@@ -10,16 +14,22 @@ ol.renderer.webgl.map.shader.DefaultFragment = function() {
};
goog.inherits(ol.renderer.webgl.map.shader.DefaultFragment, ol.webgl.shader.Fragment);
goog.addSingletonGetter(ol.renderer.webgl.map.shader.DefaultFragment);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.map.shader.DefaultFragment.DEBUG_SOURCE = 'precision mediump float;\n//! NAMESPACE=ol.renderer.webgl.map.shader.Default\n//! CLASS=ol.renderer.webgl.map.shader.Default\n\n\n//! COMMON\nvarying vec2 v_texCoord;\n\n\n//! FRAGMENT\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n\n';
ol.renderer.webgl.map.shader.DefaultFragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.map.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform float d;uniform sampler2D e;void main(){vec4 f=texture2D(e,a);gl_FragColor.rgb=f.rgb;gl_FragColor.a=f.a*d;}';
ol.renderer.webgl.map.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}';
/**
* @const
* @type {string}
@@ -27,6 +37,9 @@ ol.renderer.webgl.map.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediu
ol.renderer.webgl.map.shader.DefaultFragment.SOURCE = goog.DEBUG ?
ol.renderer.webgl.map.shader.DefaultFragment.DEBUG_SOURCE :
ol.renderer.webgl.map.shader.DefaultFragment.OPTIMIZED_SOURCE;
/**
* @constructor
* @extends {ol.webgl.shader.Vertex}
@@ -36,16 +49,22 @@ ol.renderer.webgl.map.shader.DefaultVertex = function() {
};
goog.inherits(ol.renderer.webgl.map.shader.DefaultVertex, ol.webgl.shader.Vertex);
goog.addSingletonGetter(ol.renderer.webgl.map.shader.DefaultVertex);
/**
* @const
* @type {string}
*/
ol.renderer.webgl.map.shader.DefaultVertex.DEBUG_SOURCE = '//! NAMESPACE=ol.renderer.webgl.map.shader.Default\n//! CLASS=ol.renderer.webgl.map.shader.Default\n\n\n//! COMMON\nvarying vec2 v_texCoord;\n\n\n//! VERTEX\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n';
ol.renderer.webgl.map.shader.DefaultVertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.renderer.webgl.map.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 d,e;uniform mat4 b,c;void main(){gl_Position=c*vec4(d,0,1);a=(b*vec4(e,0,1)).st;}';
ol.renderer.webgl.map.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}';
/**
* @const
* @type {string}
@@ -53,40 +72,49 @@ ol.renderer.webgl.map.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying vec2 a;at
ol.renderer.webgl.map.shader.DefaultVertex.SOURCE = goog.DEBUG ?
ol.renderer.webgl.map.shader.DefaultVertex.DEBUG_SOURCE :
ol.renderer.webgl.map.shader.DefaultVertex.OPTIMIZED_SOURCE;
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
*/
ol.renderer.webgl.map.shader.Default.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_texCoordMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_texCoordMatrix' : 'b');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'c');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, goog.DEBUG ? 'u_opacity' : 'd');
program, goog.DEBUG ? 'u_opacity' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_texCoordMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_texCoordMatrix' : 'd');
/**
* @type {WebGLUniformLocation}
*/
this.u_texture = gl.getUniformLocation(
program, goog.DEBUG ? 'u_texture' : 'e');
program, goog.DEBUG ? 'u_texture' : 'g');
/**
* @type {number}
*/
this.a_position = gl.getAttribLocation(
program, goog.DEBUG ? 'a_position' : 'd');
program, goog.DEBUG ? 'a_position' : 'b');
/**
* @type {number}
*/
this.a_texCoord = gl.getAttribLocation(
program, goog.DEBUG ? 'a_texCoord' : 'e');
program, goog.DEBUG ? 'a_texCoord' : 'c');
};