Clean up polygon replay GLSL
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@@ -13,8 +13,7 @@ uniform mat4 u_offsetScaleMatrix;
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uniform mat4 u_offsetRotateMatrix;
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uniform mat4 u_offsetRotateMatrix;
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void main(void) {
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void main(void) {
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vec4 offsets = u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;
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}
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}
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@@ -58,14 +58,14 @@ ol.inherits(ol.render.webgl.polygonreplay.defaultshader.Vertex, ol.webgl.Vertex)
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* @const
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* @const
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* @type {string}
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* @type {string}
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*/
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*/
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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';
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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';
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/**
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/**
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* @const
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* @const
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* @type {string}
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* @type {string}
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*/
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*/
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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;}';
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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.);}';
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/**
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/**
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