Make shaders closer to WebGL image replay
This commit is contained in:
123
src/ol/render/webgl/webglimageshader.js
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123
src/ol/render/webgl/webglimageshader.js
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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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