Restructure webgl replays
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//! NAMESPACE=ol.render.webgl.polygonreplay.defaultshader
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//! CLASS=ol.render.webgl.polygonreplay.defaultshader
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//! COMMON
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//! VERTEX
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attribute vec2 a_position;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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void main(void) {
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vec4 offsets = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;
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}
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//! FRAGMENT
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uniform vec4 u_color;
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uniform float u_opacity;
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void main(void) {
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gl_FragColor = u_color;
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float alpha = u_color.a * u_opacity;
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if (alpha == 0.0) {
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discard;
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}
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gl_FragColor.a = alpha;
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}
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// This file is automatically generated, do not edit
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goog.provide('ol.render.webgl.polygonreplay.defaultshader');
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goog.require('ol');
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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.render.webgl.polygonreplay.defaultshader.Fragment = function() {
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ol.webgl.Fragment.call(this, ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE);
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};
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ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Fragment, ol.webgl.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.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n\n\n\nuniform vec4 u_color;\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = u_color;\n float alpha = u_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\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.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;uniform vec4 e;uniform float f;void main(void){gl_FragColor=e;float alpha=e.a*f;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.defaultshader.Fragment.SOURCE = ol.DEBUG ?
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ol.render.webgl.polygonreplay.defaultshader.Fragment.DEBUG_SOURCE :
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ol.render.webgl.polygonreplay.defaultshader.Fragment.OPTIMIZED_SOURCE;
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ol.render.webgl.polygonreplay.defaultshader.fragment = new ol.render.webgl.polygonreplay.defaultshader.Fragment();
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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.render.webgl.polygonreplay.defaultshader.Vertex = function() {
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ol.webgl.Vertex.call(this, ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE);
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};
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ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Vertex, ol.webgl.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.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n vec4 offsets = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\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.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){vec4 offsets=c*vec4(0.,0.,0.,0.);gl_Position=b*vec4(a,0.,1.)+offsets;}';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.defaultshader.Vertex.SOURCE = ol.DEBUG ?
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ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE :
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ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE;
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ol.render.webgl.polygonreplay.defaultshader.vertex = new ol.render.webgl.polygonreplay.defaultshader.Vertex();
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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.render.webgl.polygonreplay.defaultshader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_color = gl.getUniformLocation(
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program, ol.DEBUG ? 'u_color' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetRotateMatrix = gl.getUniformLocation(
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program, ol.DEBUG ? 'u_offsetRotateMatrix' : 'd');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetScaleMatrix = gl.getUniformLocation(
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program, ol.DEBUG ? 'u_offsetScaleMatrix' : 'c');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_opacity = gl.getUniformLocation(
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program, ol.DEBUG ? 'u_opacity' : 'f');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, ol.DEBUG ? 'u_projectionMatrix' : 'b');
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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, ol.DEBUG ? 'a_position' : 'a');
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};
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