Make shaders closer to WebGL image replay

This commit is contained in:
Éric Lemoine
2014-11-03 12:43:22 +01:00
parent 95d2085cc4
commit 4534bb8861
5 changed files with 166 additions and 188 deletions

View File

@@ -0,0 +1,123 @@
// This file is automatically generated, do not edit
goog.provide('ol.render.webgl.imagereplay.shader');
goog.require('ol.webgl.shader');
/**
* @constructor
* @extends {ol.webgl.shader.Fragment}
* @struct
*/
ol.render.webgl.imagereplay.shader.Fragment = function() {
goog.base(this, ol.render.webgl.imagereplay.shader.Fragment.SOURCE);
};
goog.inherits(ol.render.webgl.imagereplay.shader.Fragment, ol.webgl.shader.Fragment);
goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Fragment);
/**
* @const
* @type {string}
*/
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';
/**
* @const
* @type {string}
*/
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);}';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Fragment.SOURCE = goog.DEBUG ?
ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE :
ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE;
/**
* @constructor
* @extends {ol.webgl.shader.Vertex}
* @struct
*/
ol.render.webgl.imagereplay.shader.Vertex = function() {
goog.base(this, ol.render.webgl.imagereplay.shader.Vertex.SOURCE);
};
goog.inherits(ol.render.webgl.imagereplay.shader.Vertex, ol.webgl.shader.Vertex);
goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Vertex);
/**
* @const
* @type {string}
*/
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';
/**
* @const
* @type {string}
*/
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;}';
/**
* @const
* @type {string}
*/
ol.render.webgl.imagereplay.shader.Vertex.SOURCE = goog.DEBUG ?
ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE :
ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE;
/**
* @constructor
* @param {WebGLRenderingContext} gl GL.
* @param {WebGLProgram} program Program.
* @struct
*/
ol.render.webgl.imagereplay.shader.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_image = gl.getUniformLocation(
program, goog.DEBUG ? 'u_image' : 'g');
/**
* @type {WebGLUniformLocation}
*/
this.u_projectionMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_projectionMatrix' : 'e');
/**
* @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');
};