Make shaders closer to WebGL image replay
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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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