diff --git a/src/ol/render/webgl/polygonreplay/defaultshader.glsl b/src/ol/render/webgl/polygonreplay/defaultshader.glsl index 9f5102bcda..489fc52133 100644 --- a/src/ol/render/webgl/polygonreplay/defaultshader.glsl +++ b/src/ol/render/webgl/polygonreplay/defaultshader.glsl @@ -13,8 +13,7 @@ uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; void main(void) { - vec4 offsets = u_offsetScaleMatrix * vec4(0., 0., 0., 0.); - gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets; + gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.); } diff --git a/src/ol/render/webgl/polygonreplay/defaultshader.js b/src/ol/render/webgl/polygonreplay/defaultshader.js index 7c691999e9..723f17074a 100644 --- a/src/ol/render/webgl/polygonreplay/defaultshader.js +++ b/src/ol/render/webgl/polygonreplay/defaultshader.js @@ -58,14 +58,14 @@ ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Vertex, ol.webgl.Vertex) * @const * @type {string} */ -ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n vec4 offsets = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\n}\n\n\n'; +ol.render.webgl.polygonreplay.defaultshader.Vertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n}\n\n\n'; /** * @const * @type {string} */ -ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){vec4 offsets=c*vec4(0.,0.,0.,0.);gl_Position=b*vec4(a,0.,1.)+offsets;}'; +ol.render.webgl.polygonreplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.,1.);}'; /**