Use post-processes in the heatmap example
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229
src/ol/webgl/PostProcessingPass.js
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229
src/ol/webgl/PostProcessingPass.js
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/**
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* @module ol/webgl/PostProcessingPass
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*/
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const DEFAULT_VERTEX_SHADER = `
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precision mediump float;
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attribute vec2 a_position;
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varying vec2 v_texCoord;
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varying vec2 v_screenCoord;
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uniform vec2 u_screenSize;
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void main() {
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v_texCoord = a_position * 0.5 + 0.5;
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v_screenCoord = v_texCoord * u_screenSize;
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gl_Position = vec4(a_position, 0.0, 1.0);
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}
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`;
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const DEFAULT_FRAGMENT_SHADER = `
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precision mediump float;
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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varying vec2 v_screenCoord;
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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}
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`;
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class WebGLPostProcessingPass {
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/**
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* // todo
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*/
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constructor(options) {
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this.gl_ = options.webGlContext;
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const gl = this.gl_;
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this.scaleRatio_ = options.scaleRatio || 1;
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this.renderTargetTexture_ = gl.createTexture();
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this.renderTargetTextureSize_ = null;
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this.frameBuffer_ = gl.createFramebuffer();
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// compile the program for the frame buffer
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const vertexShader = gl.createShader(gl.VERTEX_SHADER);
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gl.shaderSource(vertexShader, options.vertexShader || DEFAULT_VERTEX_SHADER);
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gl.compileShader(vertexShader);
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if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
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console.error(`Shader compilation failed - log:\n${gl.getShaderInfoLog(vertexShader)}`);
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}
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const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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gl.shaderSource(fragmentShader, options.fragmentShader || DEFAULT_FRAGMENT_SHADER);
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gl.compileShader(fragmentShader);
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if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
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console.error(`Shader compilation failed - log:\n${gl.getShaderInfoLog(fragmentShader)}`);
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}
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this.renderTargetProgram_ = gl.createProgram();
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gl.attachShader(this.renderTargetProgram_, vertexShader);
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gl.attachShader(this.renderTargetProgram_, fragmentShader);
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gl.linkProgram(this.renderTargetProgram_);
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// bind the vertices buffer for the frame buffer
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this.renderTargetVerticesBuffer_ = gl.createBuffer();
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const verticesArray = [
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-1, -1,
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1, -1,
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-1, 1,
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1, -1,
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1, 1,
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-1, 1
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];
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gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verticesArray), gl.STATIC_DRAW);
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this.renderTargetAttribLocation_ = gl.getAttribLocation(this.renderTargetProgram_, 'a_position');
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this.renderTargetUniformLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_screenSize');
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this.renderTargetTextureLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_image');
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/**
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* Holds info about all the uniforms used in the post processing pass
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* @type {Array<{value: *, location: WebGLUniformLocation, texture?: WebGLTexture}>}
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* @private
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*/
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this.uniforms_ = [];
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options.uniforms && Object.keys(options.uniforms).forEach(function(name) {
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this.uniforms_.push({
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value: options.uniforms[name],
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location: gl.getUniformLocation(this.renderTargetProgram_, name)
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});
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}.bind(this));
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}
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/**
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* Get the WebGL rendering context
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* @return {WebGLRenderingContext} The rendering context.
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* @api
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*/
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getGL() {
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return this.gl_;
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}
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// todo
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// the last postprocess initialized will be the one where the primitives are drawn
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init(size) {
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const gl = this.getGL();
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const canvas = gl.canvas;
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// rendering goes to my buffer
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.getFrameBuffer());
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gl.viewport(0, 0, canvas.width * this.scaleRatio_, canvas.height * this.scaleRatio_);
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// if size has changed: adjust canvas & render target texture
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if (!this.renderTargetTextureSize_ ||
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this.renderTargetTextureSize_[0] !== size[0] || this.renderTargetTextureSize_[1] !== size[1]) {
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this.renderTargetTextureSize_ = size;
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// create a new texture
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const level = 0;
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const internalFormat = gl.RGBA;
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const border = 0;
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const format = gl.RGBA;
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const type = gl.UNSIGNED_BYTE;
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const data = null;
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gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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canvas.width * this.scaleRatio_, canvas.height * this.scaleRatio_, border,
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format, type, data);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// bind the texture to the framebuffer
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.renderTargetTexture_, 0);
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}
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}
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// todo
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// render to the next postprocessing pass (or to the canvas if final pass)
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apply(nextPass) {
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const gl = this.getGL();
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const canvas = gl.canvas;
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gl.bindFramebuffer(gl.FRAMEBUFFER, nextPass ? nextPass.getFrameBuffer() : null);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
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// render the frame buffer to the canvas
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
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gl.viewport(0, 0, canvas.width, canvas.height);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.renderTargetVerticesBuffer_);
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gl.useProgram(this.renderTargetProgram_);
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gl.enableVertexAttribArray(this.renderTargetAttribLocation_);
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gl.vertexAttribPointer(this.renderTargetAttribLocation_, 2, gl.FLOAT, false, 0, 0);
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gl.uniform2f(this.renderTargetUniformLocation_, canvas.width, canvas.height);
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gl.uniform1i(this.renderTargetTextureLocation_, 0);
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this.applyUniforms();
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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// todo
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getFrameBuffer() {
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return this.frameBuffer_;
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}
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// todo
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applyUniforms() {
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const gl = this.getGL();
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let value;
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let textureSlot = 1;
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this.uniforms_.forEach(function(uniform) {
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value = typeof uniform.value === 'function' ? uniform.value() : uniform.value;
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// apply value based on type
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if (value instanceof HTMLCanvasElement || value instanceof ImageData) {
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// create a texture & put data
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if (!uniform.texture) {
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uniform.texture = gl.createTexture();
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}
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gl.activeTexture(gl[`TEXTURE${textureSlot}`]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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if (value instanceof ImageData) {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, value.width, value.height, 0,
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gl.UNSIGNED_BYTE, new Uint8Array(value.data));
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} else {
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, value);
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}
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// fill texture slots
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gl.uniform1i(uniform.location, textureSlot++);
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} else if (Array.isArray(value)) {
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switch (value.length) {
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case 2:
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gl.uniform2f(uniform.location, value[0], value[1]);
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return;
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case 3:
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gl.uniform3f(uniform.location, value[0], value[1], value[2]);
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return;
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case 4:
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gl.uniform4f(uniform.location, value[0], value[1], value[2], value[3]);
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return;
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}
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} else if (typeof value === 'number') {
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gl.uniform1f(uniform.location, value);
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}
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});
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}
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}
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export default WebGLPostProcessingPass;
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