Update default shaders in documentation of webgl classes
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@@ -126,14 +126,13 @@ const FRAGMENT_SHADER = `
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* * Fragment shader:
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* * Fragment shader:
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* ```
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* ```
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* precision mediump float;
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* precision mediump float;
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* uniform float u_opacity;
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*
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*
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* varying vec2 v_texCoord;
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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* varying float v_opacity;
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*
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*
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* void main(void) {
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* void main(void) {
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* float alpha = u_opacity * v_opacity;
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* float alpha = v_opacity;
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* if (alpha == 0.0) {
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* if (alpha == 0.0) {
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* discard;
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* discard;
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* }
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* }
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@@ -55,6 +55,10 @@ const DEFAULT_FRAGMENT_SHADER = `
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* This class is used to define Post Processing passes with custom shaders and uniforms.
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* This class is used to define Post Processing passes with custom shaders and uniforms.
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* This is used internally by {@link module:ol/webgl/Helper~WebGLHelper}.
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* This is used internally by {@link module:ol/webgl/Helper~WebGLHelper}.
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*
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*
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* Please note that the final output on the DOM canvas is expected to have premultiplied alpha, which means that
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* a pixel which is 100% red with an opacity of 50% must have a color of (r=0.5, g=0, b=0, a=0.5).
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* Failing to provide pixel colors with premultiplied alpha will result in render anomalies.
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*
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* Default shaders are shown hereafter:
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* Default shaders are shown hereafter:
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*
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*
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* * Vertex shader:
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* * Vertex shader:
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@@ -87,6 +91,7 @@ const DEFAULT_FRAGMENT_SHADER = `
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*
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*
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* void main() {
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* void main() {
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor.rgb *= gl_FragColor.a;
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* }
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* }
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* ```
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* ```
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*
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*
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