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/tilelayershader
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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_tilelayershader_ = {};
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_ol_renderer_webgl_tilelayershader_.fragment = new _ol_webgl_Fragment_(_ol_.DEBUG_WEBGL ?
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'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform sampler2D u_texture;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_texture, v_texCoord);\n}\n' :
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'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}');
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@@ -15,4 +13,5 @@ _ol_renderer_webgl_tilelayershader_.fragment = new _ol_webgl_Fragment_(_ol_.DEBU
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_ol_renderer_webgl_tilelayershader_.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;\nuniform vec4 u_tileOffset;\n\nvoid main(void) {\n gl_Position = vec4(a_position * u_tileOffset.xy + u_tileOffset.zw, 0., 1.);\n v_texCoord = a_texCoord;\n}\n\n\n' :
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'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform vec4 d;void main(void){gl_Position=vec4(b*d.xy+d.zw,0.,1.);a=c;}');
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export default _ol_renderer_webgl_tilelayershader_;
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