Shader builder / add circle and triangle shapes for symbols
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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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