Shader builder / add circle and triangle shapes for symbols
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@@ -15,6 +15,7 @@ const vector = new WebGLPointsLayer({
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}),
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style: {
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symbol: {
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symbolType: 'square',
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size: 4,
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color: 'white'
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}
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@@ -67,6 +67,9 @@ export function formatColor(colorArray) {
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* The following attributes are hardcoded and expected to be present in the vertex buffers:
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* `vec2 a_position`, `float a_index` (being the index of the vertex in the quad, 0 to 3).
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*
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* The following varyings are hardcoded and gives the coordinate of the pixel both in the quad on the texture:
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* `vec2 v_quadCoord`, `vec2 v_texCoord`
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*
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* @param {ShaderParameters} parameters Parameters for the shader.
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* @returns {string} The full shader as a string.
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*/
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@@ -92,6 +95,7 @@ ${attributes.map(function(attribute) {
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return 'attribute ' + attribute + ';';
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}).join('\n')}
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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@@ -107,6 +111,9 @@ void main(void) {
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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${varyings.map(function(varying) {
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return ' ' + varying.name + ' = ' + varying.expression + ';';
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}).join('\n')}
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@@ -133,6 +140,7 @@ ${uniforms.map(function(uniform) {
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return 'uniform ' + uniform + ';';
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}).join('\n')}
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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${varyings.map(function(varying) {
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return 'varying ' + varying.type + ' ' + varying.name + ';';
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}).join('\n')}
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@@ -236,10 +244,29 @@ export function parseSymbolStyle(style) {
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return parse(value, varyings, 'v_');
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}
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let opacityFilter = '1.0';
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const visibleSize = pV(size[0]);
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switch (style.symbolType) {
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case 'square': break;
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case 'image': break;
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// taken from https://thebookofshaders.com/07/
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case 'circle':
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opacityFilter = `(1.0-smoothstep(1.-4./${visibleSize},1.,dot(v_quadCoord-.5,v_quadCoord-.5)*4.))`;
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break;
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case 'triangle':
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const st = '(v_quadCoord*2.-1.)';
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const a = `(atan(${st}.x,${st}.y))`;
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opacityFilter = `(1.0-smoothstep(.5-3./${visibleSize},.5,cos(floor(.5+${a}/2.094395102)*2.094395102-${a})*length(${st})))`;
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break;
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default: throw new Error('Unexpected symbol type: ' + style.symbolType);
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}
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/** @type {import('../webgl/ShaderBuilder.js').ShaderParameters} */
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const params = {
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uniforms: [],
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colorExpression: `vec4(${pV(color[0])}, ${pV(color[1])}, ${pV(color[2])}, ${pV(color[3])}) * vec4(1.0, 1.0, 1.0, ${pV(opacity)})`,
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colorExpression: `vec4(${pV(color[0])}, ${pV(color[1])}, ${pV(color[2])}, ${pV(color[3])})` +
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` * vec4(1.0, 1.0, 1.0, ${pV(opacity)} * ${opacityFilter})`,
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sizeExpression: `vec2(${pA(size[0])}, ${pA(size[1])})`,
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offsetExpression: `vec2(${pA(offset[0])}, ${pA(offset[1])})`,
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texCoordExpression: `vec4(${pA(texCoord[0])}, ${pA(texCoord[1])}, ${pA(texCoord[2])}, ${pA(texCoord[3])})`,
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@@ -57,6 +57,7 @@ attribute vec2 a_position;
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attribute float a_index;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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varying float v_opacity;
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varying vec3 v_test;
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void main(void) {
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@@ -71,6 +72,9 @@ void main(void) {
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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v_opacity = 0.4;
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v_test = vec3(1.0, 2.0, 3.0);
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}`);
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@@ -94,6 +98,7 @@ attribute vec2 a_position;
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attribute float a_index;
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attribute vec2 a_myAttr;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix;
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@@ -107,6 +112,9 @@ void main(void) {
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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}`);
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});
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@@ -128,6 +136,7 @@ attribute vec2 a_position;
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attribute float a_index;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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void main(void) {
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mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;
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@@ -141,6 +150,9 @@ void main(void) {
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float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.q;
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float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.p;
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v_texCoord = vec2(u, v);
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u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
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v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
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v_quadCoord = vec2(u, v);
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}`);
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});
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@@ -168,6 +180,7 @@ void main(void) {
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expect(getSymbolFragmentShader(parameters)).to.eql(`precision mediump float;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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varying float v_opacity;
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varying vec3 v_test;
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void main(void) {
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@@ -188,6 +201,7 @@ void main(void) {
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uniform float u_myUniform;
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uniform vec2 u_myUniform2;
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varying vec2 v_texCoord;
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varying vec2 v_quadCoord;
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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@@ -226,7 +240,7 @@ void main(void) {
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describe('parseSymbolStyle', function() {
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it('parses a style without expressions', function() {
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const result = parseSymbolStyle({
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symbolType: 'circle',
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symbolType: 'square',
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size: [4, 8],
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color: '#336699',
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rotateWithView: true
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@@ -235,7 +249,7 @@ void main(void) {
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uniforms: [],
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attributes: [],
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varyings: [],
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colorExpression: 'vec4(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 1.0)',
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colorExpression: 'vec4(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 1.0 * 1.0)',
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sizeExpression: 'vec2(4.0, 8.0)',
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offsetExpression: 'vec2(0.0, 0.0)',
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texCoordExpression: 'vec4(0.0, 0.0, 1.0, 1.0)',
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@@ -247,7 +261,7 @@ void main(void) {
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it('parses a style with expressions', function() {
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const result = parseSymbolStyle({
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symbolType: 'circle',
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symbolType: 'square',
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size: ['get', 'attr1'],
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color: [
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1.0, 0.0, 0.5, ['get', 'attr2']
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@@ -259,11 +273,15 @@ void main(void) {
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uniforms: [],
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attributes: ['float a_attr1', 'float a_attr3', 'float a_attr2'],
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varyings: [{
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name: 'v_attr1',
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type: 'float',
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expression: 'a_attr1'
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}, {
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name: 'v_attr2',
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type: 'float',
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expression: 'a_attr2'
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}],
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colorExpression: 'vec4(1.0, 0.0, 0.5, v_attr2) * vec4(1.0, 1.0, 1.0, 1.0)',
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colorExpression: 'vec4(1.0, 0.0, 0.5, v_attr2) * vec4(1.0, 1.0, 1.0, 1.0 * 1.0)',
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sizeExpression: 'vec2(a_attr1, a_attr1)',
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offsetExpression: 'vec2(3.0, a_attr3)',
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texCoordExpression: 'vec4(0.5, 0.5, 0.5, 1.0)',
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@@ -288,7 +306,7 @@ void main(void) {
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uniforms: ['sampler2D u_texture'],
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attributes: [],
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varyings: [],
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colorExpression: 'vec4(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 0.5) * texture2D(u_texture, v_texCoord)',
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colorExpression: 'vec4(0.2, 0.4, 0.6, 1.0) * vec4(1.0, 1.0, 1.0, 0.5 * 1.0) * texture2D(u_texture, v_texCoord)',
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sizeExpression: 'vec2(6.0, 6.0)',
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offsetExpression: 'vec2(0.0, 0.0)',
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texCoordExpression: 'vec4(0.0, 0.0, 1.0, 1.0)',
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