Remove unused code, get tests passing on Travis
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@@ -1,13 +1,11 @@
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/**
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* @module ol/renderer/webgl/defaultmapshader
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*/
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// This file is automatically generated, do not edit
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// This file is automatically generated, do not edit.
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// Run `make shaders` to generate, and commit the result.
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import _ol_ from '../../index.js';
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import _ol_webgl_Fragment_ from '../../webgl/Fragment.js';
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import _ol_webgl_Vertex_ from '../../webgl/Vertex.js';
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var _ol_renderer_webgl_defaultmapshader_ = {};
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_ol_renderer_webgl_defaultmapshader_.fragment = new _ol_webgl_Fragment_(_ol_.DEBUG_WEBGL ?
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'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n' :
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'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}');
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@@ -15,4 +13,5 @@ _ol_renderer_webgl_defaultmapshader_.fragment = new _ol_webgl_Fragment_(_ol_.DEB
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_ol_renderer_webgl_defaultmapshader_.vertex = new _ol_webgl_Vertex_(_ol_.DEBUG_WEBGL ?
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'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n' :
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'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}');
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export default _ol_renderer_webgl_defaultmapshader_;
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