Make shaders closer to WebGL image replay
This commit is contained in:
@@ -1,28 +0,0 @@
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//! NAMESPACE=ol.renderer.webgl.vectorlayer.shader
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//! CLASS=ol.renderer.webgl.vectorlayer.shader.
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//! COMMON
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varying vec2 v_texCoord;
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//! VERTEX
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_offsets;
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uniform mat4 u_projectionMatrix;
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uniform mat2 u_sizeMatrix;
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void main(void) {
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vec2 offsets = u_sizeMatrix * a_offsets;
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + vec4(offsets, 0., 0.);
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v_texCoord = a_texCoord;
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}
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//! FRAGMENT
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uniform sampler2D u_image;
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void main(void) {
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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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}
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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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