Make shaders closer to WebGL image replay
This commit is contained in:
@@ -1,5 +1,5 @@
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//! NAMESPACE=ol.renderer.webgl.vectorlayer.shader
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//! CLASS=ol.renderer.webgl.vectorlayer.shader.
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//! NAMESPACE=ol.render.webgl.imagereplay.shader
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//! CLASS=ol.render.webgl.imagereplay.shader.
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//! COMMON
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123
src/ol/render/webgl/webglimageshader.js
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123
src/ol/render/webgl/webglimageshader.js
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@@ -0,0 +1,123 @@
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// This file is automatically generated, do not edit
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goog.provide('ol.render.webgl.imagereplay.shader');
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goog.require('ol.webgl.shader');
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/**
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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* @struct
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*/
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ol.render.webgl.imagereplay.shader.Fragment = function() {
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goog.base(this, ol.render.webgl.imagereplay.shader.Fragment.SOURCE);
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};
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goog.inherits(ol.render.webgl.imagereplay.shader.Fragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.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.imagereplay.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_image, v_texCoord);\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.imagereplay.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D g;void main(void){gl_FragColor=texture2D(g,a);}';
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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.imagereplay.shader.Fragment.SOURCE = goog.DEBUG ?
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ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE :
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ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @extends {ol.webgl.shader.Vertex}
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* @struct
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*/
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ol.render.webgl.imagereplay.shader.Vertex = function() {
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goog.base(this, ol.render.webgl.imagereplay.shader.Vertex.SOURCE);
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};
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goog.inherits(ol.render.webgl.imagereplay.shader.Vertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.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.imagereplay.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\nuniform mat2 u_sizeMatrix;\n\nvoid main(void) {\n vec2 offsets = u_sizeMatrix * a_offsets;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);\n v_texCoord = a_texCoord;\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.imagereplay.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;attribute vec2 d;uniform mat4 e;uniform mat2 f;void main(void){vec2 offsets=f*d;gl_Position=e*vec4(b,0.,1.)+vec4(offsets,0.,0.);a=c;}';
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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.imagereplay.shader.Vertex.SOURCE = goog.DEBUG ?
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ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE :
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ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE;
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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.imagereplay.shader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_image = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_image' : 'g');
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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, goog.DEBUG ? 'u_projectionMatrix' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_sizeMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_sizeMatrix' : 'f');
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/**
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* @type {number}
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*/
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this.a_offsets = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_offsets' : 'd');
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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, goog.DEBUG ? 'a_position' : 'b');
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/**
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* @type {number}
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*/
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this.a_texCoord = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_texCoord' : 'c');
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};
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@@ -5,6 +5,7 @@ goog.require('goog.asserts');
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goog.require('goog.object');
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goog.require('ol.extent');
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goog.require('ol.render.IReplayGroup');
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goog.require('ol.render.webgl.imagereplay.shader');
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@@ -23,6 +24,13 @@ ol.render.webgl.ImageReplay = function(tolerance) {
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*/
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this.extent_ = ol.extent.createEmpty();
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/**
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* @private
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* @type {ol.webgl.shader.Fragment}
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*/
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this.fragmentShader_ =
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ol.render.webgl.imagereplay.shader.Fragment.getInstance();
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/**
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* @type {Array.<number>}
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* @private
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@@ -65,6 +73,12 @@ ol.render.webgl.ImageReplay = function(tolerance) {
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*/
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this.indicesBuffer_ = null;
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/**
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* @private
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* @type {ol.render.webgl.imagereplay.shader.Locations}
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*/
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this.locations_ = null;
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/**
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* @type {number|undefined}
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* @private
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@@ -83,6 +97,13 @@ ol.render.webgl.ImageReplay = function(tolerance) {
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*/
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this.textures_ = [];
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/**
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* @private
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* @type {ol.webgl.shader.Vertex}
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*/
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this.vertexShader_ =
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ol.render.webgl.imagereplay.shader.Vertex.getInstance();
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/**
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* @type {Array.<number>}
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* @private
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@@ -325,11 +346,6 @@ ol.render.webgl.ImageReplay.prototype.getExtent = function() {
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/**
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* @param {ol.webgl.Context} context Context.
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* @param {number} positionAttribLocation Attribute location for positions.
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* @param {number} offsetsAttribLocation Attribute location for offsets.
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* @param {number} texCoordAttribLocation Attribute location for texCoord.
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* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
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* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
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* @param {number} pixelRatio Pixel ratio.
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* @param {Array.<number>} size Size.
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* @param {goog.vec.Mat4.Number} transform Transform.
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@@ -338,28 +354,37 @@ ol.render.webgl.ImageReplay.prototype.getExtent = function() {
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* @template T
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*/
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ol.render.webgl.ImageReplay.prototype.replay = function(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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pixelRatio, size, transform, skippedFeaturesHash) {
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var gl = context.getGL();
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var program = context.getProgram(
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this.fragmentShader_, this.vertexShader_);
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context.useProgram(program);
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if (goog.isNull(this.locations_)) {
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this.locations_ =
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new ol.render.webgl.imagereplay.shader.Locations(
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gl, program);
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}
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var locations = this.locations_;
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gl.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer_);
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gl.enableVertexAttribArray(positionAttribLocation);
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gl.vertexAttribPointer(positionAttribLocation, 2, goog.webgl.FLOAT,
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(locations.a_position, 2, goog.webgl.FLOAT,
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false, 24, 0);
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gl.enableVertexAttribArray(offsetsAttribLocation);
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gl.vertexAttribPointer(offsetsAttribLocation, 2, goog.webgl.FLOAT,
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gl.enableVertexAttribArray(locations.a_offsets);
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gl.vertexAttribPointer(locations.a_offsets, 2, goog.webgl.FLOAT,
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false, 24, 8);
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gl.enableVertexAttribArray(texCoordAttribLocation);
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gl.vertexAttribPointer(texCoordAttribLocation, 2, goog.webgl.FLOAT,
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gl.enableVertexAttribArray(locations.a_texCoord);
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gl.vertexAttribPointer(locations.a_texCoord, 2, goog.webgl.FLOAT,
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false, 24, 16);
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gl.uniformMatrix4fv(projectionMatrixLocation, false, transform);
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gl.uniformMatrix2fv(sizeMatrixLocation, false,
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gl.uniformMatrix4fv(locations.u_projectionMatrix, false, transform);
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gl.uniformMatrix2fv(locations.u_sizeMatrix, false,
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new Float32Array([1 / size[0], 0.0, 0.0, 1 / size[1]]));
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gl.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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@@ -484,11 +509,6 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
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/**
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* @param {ol.webgl.Context} context Context.
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* @param {number} positionAttribLocation Attribute location for positions.
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* @param {number} offsetsAttribLocation Attribute location for offsets.
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* @param {number} texCoordAttribLocation Attribute location for texCoord.
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* @param {WebGLUniformLocation} projectionMatrixLocation Proj matrix location.
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* @param {WebGLUniformLocation} sizeMatrixLocation Size matrix location.
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* @param {ol.Extent} extent Extent.
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* @param {number} pixelRatio Pixel ratio.
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* @param {Array.<number>} size Size.
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@@ -498,8 +518,6 @@ ol.render.webgl.ReplayGroup.prototype.isEmpty = function() {
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* @template T
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*/
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ol.render.webgl.ReplayGroup.prototype.replay = function(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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extent, pixelRatio, size, transform, skippedFeaturesHash) {
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var i, ii, replay, result;
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for (i = 0, ii = ol.render.REPLAY_ORDER.length; i < ii; ++i) {
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@@ -507,8 +525,6 @@ ol.render.webgl.ReplayGroup.prototype.replay = function(context,
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if (goog.isDef(replay) &&
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ol.extent.intersects(extent, replay.getExtent())) {
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result = replay.replay(context,
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positionAttribLocation, offsetsAttribLocation, texCoordAttribLocation,
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projectionMatrixLocation, sizeMatrixLocation,
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pixelRatio, size, transform, skippedFeaturesHash);
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if (result) {
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return result;
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@@ -9,7 +9,6 @@ goog.require('ol.layer.Vector');
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goog.require('ol.render.webgl.ReplayGroup');
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goog.require('ol.renderer.vector');
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goog.require('ol.renderer.webgl.Layer');
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goog.require('ol.renderer.webgl.vectorlayer.shader');
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goog.require('ol.vec.Mat4');
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@@ -24,26 +23,6 @@ ol.renderer.webgl.VectorLayer = function(mapRenderer, vectorLayer) {
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goog.base(this, mapRenderer, vectorLayer);
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/**
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* @private
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* @type {ol.webgl.shader.Fragment}
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*/
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this.fragmentShader_ =
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ol.renderer.webgl.vectorlayer.shader.Fragment.getInstance();
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/**
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* @private
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* @type {ol.webgl.shader.Vertex}
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*/
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this.vertexShader_ =
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ol.renderer.webgl.vectorlayer.shader.Vertex.getInstance();
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/**
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* @private
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* @type {ol.renderer.webgl.vectorlayer.shader.Locations}
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*/
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this.locations_ = null;
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/**
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* @private
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* @type {boolean}
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@@ -90,18 +69,6 @@ goog.inherits(ol.renderer.webgl.VectorLayer, ol.renderer.webgl.Layer);
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ol.renderer.webgl.VectorLayer.prototype.composeFrame =
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function(frameState, layerState, context) {
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var gl = context.getGL();
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var program = context.getProgram(
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this.fragmentShader_, this.vertexShader_);
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context.useProgram(program);
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if (goog.isNull(this.locations_)) {
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this.locations_ =
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new ol.renderer.webgl.vectorlayer.shader.Locations(
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gl, program);
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}
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var viewState = frameState.viewState;
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ol.vec.Mat4.makeTransform2D(this.projectionMatrix,
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0.0, 0.0,
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@@ -113,11 +80,6 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
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var replayGroup = this.replayGroup_;
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if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
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replayGroup.replay(context,
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this.locations_.a_position,
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this.locations_.a_offsets,
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this.locations_.a_texCoord,
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this.locations_.u_projectionMatrix,
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this.locations_.u_sizeMatrix,
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frameState.extent, frameState.pixelRatio, frameState.size,
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this.projectionMatrix,
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frameState.skippedFeatureUids);
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@@ -1,123 +0,0 @@
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// This file is automatically generated, do not edit
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goog.provide('ol.renderer.webgl.vectorlayer.shader');
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goog.require('ol.webgl.shader');
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/**
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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* @struct
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*/
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ol.renderer.webgl.vectorlayer.shader.Fragment = function() {
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goog.base(this, ol.renderer.webgl.vectorlayer.shader.Fragment.SOURCE);
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};
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goog.inherits(ol.renderer.webgl.vectorlayer.shader.Fragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.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.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_image, v_texCoord);\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.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D g;void main(void){gl_FragColor=texture2D(g,a);}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Fragment.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.vectorlayer.shader.Fragment.DEBUG_SOURCE :
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ol.renderer.webgl.vectorlayer.shader.Fragment.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @extends {ol.webgl.shader.Vertex}
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* @struct
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*/
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ol.renderer.webgl.vectorlayer.shader.Vertex = function() {
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goog.base(this, ol.renderer.webgl.vectorlayer.shader.Vertex.SOURCE);
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};
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goog.inherits(ol.renderer.webgl.vectorlayer.shader.Vertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter(ol.renderer.webgl.vectorlayer.shader.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.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\n\nuniform mat4 u_projectionMatrix;\nuniform mat2 u_sizeMatrix;\n\nvoid main(void) {\n vec2 offsets = u_sizeMatrix * a_offsets;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);\n v_texCoord = a_texCoord;\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.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;attribute vec2 b;attribute vec2 c;attribute vec2 d;uniform mat4 e;uniform mat2 f;void main(void){vec2 offsets=f*d;gl_Position=e*vec4(b,0.,1.)+vec4(offsets,0.,0.);a=c;}';
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/**
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* @const
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* @type {string}
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*/
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ol.renderer.webgl.vectorlayer.shader.Vertex.SOURCE = goog.DEBUG ?
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ol.renderer.webgl.vectorlayer.shader.Vertex.DEBUG_SOURCE :
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ol.renderer.webgl.vectorlayer.shader.Vertex.OPTIMIZED_SOURCE;
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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.renderer.webgl.vectorlayer.shader.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_image = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_image' : 'g');
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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, goog.DEBUG ? 'u_projectionMatrix' : 'e');
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/**
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* @type {WebGLUniformLocation}
|
||||
*/
|
||||
this.u_sizeMatrix = gl.getUniformLocation(
|
||||
program, goog.DEBUG ? 'u_sizeMatrix' : 'f');
|
||||
|
||||
/**
|
||||
* @type {number}
|
||||
*/
|
||||
this.a_offsets = gl.getAttribLocation(
|
||||
program, goog.DEBUG ? 'a_offsets' : 'd');
|
||||
|
||||
/**
|
||||
* @type {number}
|
||||
*/
|
||||
this.a_position = gl.getAttribLocation(
|
||||
program, goog.DEBUG ? 'a_position' : 'b');
|
||||
|
||||
/**
|
||||
* @type {number}
|
||||
*/
|
||||
this.a_texCoord = gl.getAttribLocation(
|
||||
program, goog.DEBUG ? 'a_texCoord' : 'c');
|
||||
};
|
||||
Reference in New Issue
Block a user