Named exports from WebGL shaders

This commit is contained in:
Frederic Junod
2018-02-08 14:52:23 +01:00
parent 2bf252ab0d
commit 83d530e181
23 changed files with 70 additions and 69 deletions

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@@ -7,7 +7,7 @@ import {asArray} from '../../color.js';
import {intersects} from '../../extent.js';
import {isEmpty} from '../../obj.js';
import _ol_geom_flat_transform_ from '../../geom/flat/transform.js';
import _ol_render_webgl_circlereplay_defaultshader_ from '../webgl/circlereplay/defaultshader.js';
import {fragment, vertex} from '../webgl/circlereplay/defaultshader.js';
import _ol_render_webgl_circlereplay_defaultshader_Locations_ from '../webgl/circlereplay/defaultshader/Locations.js';
import WebGLReplay from '../webgl/Replay.js';
import _ol_render_webgl_ from '../webgl.js';
@@ -196,8 +196,8 @@ WebGLCircleReplay.prototype.getDeleteResourcesFunction = function(context) {
*/
WebGLCircleReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
const fragmentShader = _ol_render_webgl_circlereplay_defaultshader_.fragment;
const vertexShader = _ol_render_webgl_circlereplay_defaultshader_.vertex;
const fragmentShader = fragment;
const vertexShader = vertex;
const program = context.getProgram(fragmentShader, vertexShader);
// get the locations

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@@ -11,7 +11,7 @@ import {lineStringIsClosed} from '../../geom/flat/topology.js';
import {isEmpty} from '../../obj.js';
import _ol_render_webgl_ from '../webgl.js';
import WebGLReplay from '../webgl/Replay.js';
import _ol_render_webgl_linestringreplay_defaultshader_ from '../webgl/linestringreplay/defaultshader.js';
import {fragment, vertex} from '../webgl/linestringreplay/defaultshader.js';
import _ol_render_webgl_linestringreplay_defaultshader_Locations_ from '../webgl/linestringreplay/defaultshader/Locations.js';
import _ol_webgl_ from '../../webgl.js';
import WebGLBuffer from '../../webgl/Buffer.js';
@@ -439,8 +439,8 @@ WebGLLineStringReplay.prototype.getDeleteResourcesFunction = function(context) {
*/
WebGLLineStringReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
const fragmentShader = _ol_render_webgl_linestringreplay_defaultshader_.fragment;
const vertexShader = _ol_render_webgl_linestringreplay_defaultshader_.vertex;
const fragmentShader = fragment;
const vertexShader = vertex;
const program = context.getProgram(fragmentShader, vertexShader);
// get the locations

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@@ -9,7 +9,7 @@ import {isEmpty} from '../../obj.js';
import {linearRingContainsXY} from '../../geom/flat/contains.js';
import _ol_geom_flat_orient_ from '../../geom/flat/orient.js';
import _ol_geom_flat_transform_ from '../../geom/flat/transform.js';
import _ol_render_webgl_polygonreplay_defaultshader_ from '../webgl/polygonreplay/defaultshader.js';
import {fragment, vertex} from '../webgl/polygonreplay/defaultshader.js';
import _ol_render_webgl_polygonreplay_defaultshader_Locations_ from '../webgl/polygonreplay/defaultshader/Locations.js';
import WebGLLineStringReplay from '../webgl/LineStringReplay.js';
import WebGLReplay from '../webgl/Replay.js';
@@ -873,8 +873,8 @@ WebGLPolygonReplay.prototype.getDeleteResourcesFunction = function(context) {
*/
WebGLPolygonReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
const fragmentShader = _ol_render_webgl_polygonreplay_defaultshader_.fragment;
const vertexShader = _ol_render_webgl_polygonreplay_defaultshader_.vertex;
const fragmentShader = fragment;
const vertexShader = vertex;
const program = context.getProgram(fragmentShader, vertexShader);
// get the locations

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@@ -4,7 +4,7 @@
import {getUid, inherits} from '../../index.js';
import {intersects} from '../../extent.js';
import {isEmpty} from '../../obj.js';
import _ol_render_webgl_texturereplay_defaultshader_ from '../webgl/texturereplay/defaultshader.js';
import {fragment, vertex} from '../webgl/texturereplay/defaultshader.js';
import _ol_render_webgl_texturereplay_defaultshader_Locations_ from '../webgl/texturereplay/defaultshader/Locations.js';
import WebGLReplay from '../webgl/Replay.js';
import _ol_webgl_ from '../../webgl.js';
@@ -271,8 +271,8 @@ WebGLTextureReplay.prototype.createTextures = function(textures, images, texture
*/
WebGLTextureReplay.prototype.setUpProgram = function(gl, context, size, pixelRatio) {
// get the program
const fragmentShader = _ol_render_webgl_texturereplay_defaultshader_.fragment;
const vertexShader = _ol_render_webgl_texturereplay_defaultshader_.vertex;
const fragmentShader = fragment;
const vertexShader = vertex;
const program = context.getProgram(fragmentShader, vertexShader);
// get the locations

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@@ -1,17 +1,17 @@
/**
* @module ol/render/webgl/circlereplay/defaultshader
*/
// This file is automatically generated, do not edit.
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../index.js';
import _ol_webgl_Fragment_ from '../../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js';
const _ol_render_webgl_circlereplay_defaultshader_ = {};
_ol_render_webgl_circlereplay_defaultshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_fillColor;\nuniform vec4 u_strokeColor;\nuniform vec2 u_size;\n\nvoid main(void) {\n vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n (v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n float radius = length(windowCenter - windowOffset);\n float dist = length(windowCenter - gl_FragCoord.xy);\n if (dist > radius + v_halfWidth) {\n if (u_strokeColor.a == 0.0) {\n gl_FragColor = u_fillColor;\n } else {\n gl_FragColor = u_strokeColor;\n }\n gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));\n } else if (u_fillColor.a == 0.0) {\n // Hooray, no fill, just stroke. We can use real antialiasing.\n gl_FragColor = u_strokeColor;\n if (dist < radius - v_halfWidth) {\n gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);\n }\n } else {\n gl_FragColor = u_fillColor;\n float strokeDist = radius - v_halfWidth;\n float antialias = 2.0 * v_pixelRatio;\n if (dist > strokeDist) {\n gl_FragColor = u_strokeColor;\n } else if (dist >= strokeDist - antialias) {\n float step = smoothstep(strokeDist - antialias, strokeDist, dist);\n gl_FragColor = mix(u_fillColor, u_strokeColor, step);\n }\n }\n gl_FragColor.a = gl_FragColor.a * u_opacity;\n if (gl_FragColor.a <= 0.0) {\n discard;\n }\n}\n' :
'precision mediump float;varying vec2 a;varying vec2 b;varying float c;varying float d;uniform float m;uniform vec4 n;uniform vec4 o;uniform vec2 p;void main(void){vec2 windowCenter=vec2((a.x+1.0)/2.0*p.x*d,(a.y+1.0)/2.0*p.y*d);vec2 windowOffset=vec2((b.x+1.0)/2.0*p.x*d,(b.y+1.0)/2.0*p.y*d);float radius=length(windowCenter-windowOffset);float dist=length(windowCenter-gl_FragCoord.xy);if(dist>radius+c){if(o.a==0.0){gl_FragColor=n;}else{gl_FragColor=o;}gl_FragColor.a=gl_FragColor.a-(dist-(radius+c));}else if(n.a==0.0){gl_FragColor=o;if(dist<radius-c){gl_FragColor.a=gl_FragColor.a-(radius-c-dist);}} else{gl_FragColor=n;float strokeDist=radius-c;float antialias=2.0*d;if(dist>strokeDist){gl_FragColor=o;}else if(dist>=strokeDist-antialias){float step=smoothstep(strokeDist-antialias,strokeDist,dist);gl_FragColor=mix(n,o,step);}} gl_FragColor.a=gl_FragColor.a*m;if(gl_FragColor.a<=0.0){discard;}}');
_ol_render_webgl_circlereplay_defaultshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'varying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\nattribute vec2 a_position;\nattribute float a_instruction;\nattribute float a_radius;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;\n v_pixelRatio = u_pixelRatio;\n float lineWidth = u_lineWidth * u_pixelRatio;\n v_halfWidth = lineWidth / 2.0;\n if (lineWidth == 0.0) {\n lineWidth = 2.0 * u_pixelRatio;\n }\n vec2 offset;\n // Radius with anitaliasing (roughly).\n float radius = a_radius + 3.0 * u_pixelRatio;\n // Until we get gl_VertexID in WebGL, we store an instruction.\n if (a_instruction == 0.0) {\n // Offsetting the edges of the triangle by lineWidth / 2 is necessary, however\n // we should also leave some space for the antialiasing, thus we offset by lineWidth.\n offset = vec2(-1.0, 1.0);\n } else if (a_instruction == 1.0) {\n offset = vec2(-1.0, -1.0);\n } else if (a_instruction == 2.0) {\n offset = vec2(1.0, -1.0);\n } else {\n offset = vec2(1.0, 1.0);\n }\n\n gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +\n offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);\n v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,\n 0.0, 1.0)).xy;\n\n if (distance(v_center, v_offset) > 20000.0) {\n gl_Position = vec4(v_center, 0.0, 1.0);\n }\n}\n\n\n' :
'varying vec2 a;varying vec2 b;varying float c;varying float d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;void main(void){mat4 offsetMatrix=i*j;a=vec4(h*vec4(e,0.0,1.0)).xy;d=l;float lineWidth=k*l;c=lineWidth/2.0;if(lineWidth==0.0){lineWidth=2.0*l;}vec2 offset;float radius=g+3.0*l;//Until we get gl_VertexID in WebGL,we store an instruction.if(f==0.0){//Offsetting the edges of the triangle by lineWidth/2 is necessary,however//we should also leave some space for the antialiasing,thus we offset by lineWidth.offset=vec2(-1.0,1.0);}else if(f==1.0){offset=vec2(-1.0,-1.0);}else if(f==2.0){offset=vec2(1.0,-1.0);}else{offset=vec2(1.0,1.0);}gl_Position=h*vec4(e+offset*radius,0.0,1.0)+offsetMatrix*vec4(offset*lineWidth,0.0,0.0);b=vec4(h*vec4(e.x+g,e.y,0.0,1.0)).xy;if(distance(a,b)>20000.0){gl_Position=vec4(a,0.0,1.0);}}');
export default _ol_render_webgl_circlereplay_defaultshader_;

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@@ -2,6 +2,8 @@
* @module ol/render/webgl/circlereplay/defaultshader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../../index.js';
/**

File diff suppressed because one or more lines are too long

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@@ -2,6 +2,8 @@
* @module ol/render/webgl/linestringreplay/defaultshader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../../index.js';
/**

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@@ -1,17 +1,17 @@
/**
* @module ol/render/webgl/polygonreplay/defaultshader
*/
// This file is automatically generated, do not edit.
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../index.js';
import _ol_webgl_Fragment_ from '../../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js';
const _ol_render_webgl_polygonreplay_defaultshader_ = {};
_ol_render_webgl_polygonreplay_defaultshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'precision mediump float;\n\n\n\nuniform vec4 u_color;\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = u_color;\n float alpha = u_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n' :
'precision mediump float;uniform vec4 e;uniform float f;void main(void){gl_FragColor=e;float alpha=e.a*f;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}');
_ol_render_webgl_polygonreplay_defaultshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'\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, 0.0, 1.0);\n}\n\n\n' :
'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.0,1.0);}');
export default _ol_render_webgl_polygonreplay_defaultshader_;

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@@ -2,6 +2,8 @@
* @module ol/render/webgl/polygonreplay/defaultshader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../../index.js';
/**

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@@ -1,17 +1,17 @@
/**
* @module ol/render/webgl/texturereplay/defaultshader
*/
// This file is automatically generated, do not edit.
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../index.js';
import _ol_webgl_Fragment_ from '../../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js';
const _ol_render_webgl_texturereplay_defaultshader_ = {};
_ol_render_webgl_texturereplay_defaultshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform float u_opacity;\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n' :
'precision mediump float;varying vec2 a;varying float b;uniform float k;uniform sampler2D l;void main(void){vec4 texColor=texture2D(l,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b*k;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}');
_ol_render_webgl_texturereplay_defaultshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n' :
'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.0,0.0);gl_Position=h*vec4(c,0.0,1.0)+offsets;a=d;b=f;}');
export default _ol_render_webgl_texturereplay_defaultshader_;

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@@ -2,6 +2,8 @@
* @module ol/render/webgl/texturereplay/defaultshader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../../index.js';
/**

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@@ -6,7 +6,7 @@ import RenderEvent from '../../render/Event.js';
import RenderEventType from '../../render/EventType.js';
import _ol_render_webgl_Immediate_ from '../../render/webgl/Immediate.js';
import LayerRenderer from '../Layer.js';
import _ol_renderer_webgl_defaultmapshader_ from '../webgl/defaultmapshader.js';
import {fragment, vertex} from '../webgl/defaultmapshader.js';
import _ol_renderer_webgl_defaultmapshader_Locations_ from '../webgl/defaultmapshader/Locations.js';
import _ol_transform_ from '../../transform.js';
import {create, fromTransform} from '../../vec/mat4.js';
@@ -148,8 +148,8 @@ WebGLLayerRenderer.prototype.composeFrame = function(frameState, layerState, con
const gl = context.getGL();
const fragmentShader = _ol_renderer_webgl_defaultmapshader_.fragment;
const vertexShader = _ol_renderer_webgl_defaultmapshader_.vertex;
const fragmentShader = fragment;
const vertexShader = vertex;
const program = context.getProgram(fragmentShader, vertexShader);

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@@ -13,7 +13,7 @@ import {createEmpty, intersects} from '../../extent.js';
import {roundUpToPowerOfTwo} from '../../math.js';
import RendererType from '../Type.js';
import WebGLLayerRenderer from '../webgl/Layer.js';
import _ol_renderer_webgl_tilelayershader_ from '../webgl/tilelayershader.js';
import {fragment, vertex} from '../webgl/tilelayershader.js';
import _ol_renderer_webgl_tilelayershader_Locations_ from '../webgl/tilelayershader/Locations.js';
import {toSize} from '../../size.js';
import _ol_transform_ from '../../transform.js';
@@ -35,13 +35,13 @@ const WebGLTileLayerRenderer = function(mapRenderer, tileLayer) {
* @private
* @type {ol.webgl.Fragment}
*/
this.fragmentShader_ = _ol_renderer_webgl_tilelayershader_.fragment;
this.fragmentShader_ = fragment;
/**
* @private
* @type {ol.webgl.Vertex}
*/
this.vertexShader_ = _ol_renderer_webgl_tilelayershader_.vertex;
this.vertexShader_ = vertex;
/**
* @private

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@@ -1,17 +1,17 @@
/**
* @module ol/renderer/webgl/defaultmapshader
*/
// This file is automatically generated, do not edit.
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../index.js';
import _ol_webgl_Fragment_ from '../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../webgl/Vertex.js';
const _ol_renderer_webgl_defaultmapshader_ = {};
_ol_renderer_webgl_defaultmapshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'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' :
'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;}');
_ol_renderer_webgl_defaultmapshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'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' :
'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;}');
export default _ol_renderer_webgl_defaultmapshader_;

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@@ -2,6 +2,8 @@
* @module ol/renderer/webgl/defaultmapshader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../index.js';
/**

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@@ -1,17 +1,17 @@
/**
* @module ol/renderer/webgl/tilelayershader
*/
// This file is automatically generated, do not edit.
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../index.js';
import _ol_webgl_Fragment_ from '../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../webgl/Vertex.js';
const _ol_renderer_webgl_tilelayershader_ = {};
_ol_renderer_webgl_tilelayershader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'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' :
'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}');
_ol_renderer_webgl_tilelayershader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'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' :
'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;}');
export default _ol_renderer_webgl_tilelayershader_;

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@@ -2,6 +2,8 @@
* @module ol/renderer/webgl/tilelayershader/Locations
*/
// This file is automatically generated, do not edit
// Run `make shaders` to generate, and commit the result.
import {DEBUG_WEBGL} from '../../../index.js';
/**

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@@ -7,14 +7,11 @@
import {DEBUG_WEBGL} from '../../../index.js';
import _ol_webgl_Fragment_ from '../../../webgl/Fragment.js';
import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js';
const {{namespace}} = {};
{{namespace}}.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
export const fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
'precision mediump float;\n{{{originalFragmentSource}}}' :
'precision mediump float;{{{fragmentSource}}}');
{{namespace}}.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
'{{{originalVertexSource}}}' :
'{{{vertexSource}}}');
export default {{namespace}};

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@@ -2,7 +2,7 @@ import {getUid} from '../../../../../src/ol/index.js';
import Feature from '../../../../../src/ol/Feature.js';
import Circle from '../../../../../src/ol/geom/Circle.js';
import WebGLCircleReplay from '../../../../../src/ol/render/webgl/CircleReplay.js';
import _ol_render_webgl_circlereplay_defaultshader_ from '../../../../../src/ol/render/webgl/circlereplay/defaultshader.js';
import {fragment, vertex} from '../../../../../src/ol/render/webgl/circlereplay/defaultshader.js';
import _ol_render_webgl_circlereplay_defaultshader_Locations_ from '../../../../../src/ol/render/webgl/circlereplay/defaultshader/Locations.js';
import Fill from '../../../../../src/ol/style/Fill.js';
import Stroke from '../../../../../src/ol/style/Stroke.js';
@@ -124,9 +124,7 @@ describe('ol.render.webgl.CircleReplay', function() {
sinon.spy(context, 'useProgram');
replay.setUpProgram(gl, context, [2, 2], 1);
expect(context.getProgram.calledWithExactly(
_ol_render_webgl_circlereplay_defaultshader_.fragment,
_ol_render_webgl_circlereplay_defaultshader_.vertex)).to.be(true);
expect(context.getProgram.calledWithExactly(fragment, vertex)).to.be(true);
expect(context.useProgram.calledOnce).to.be(true);
});

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@@ -3,7 +3,7 @@ import Feature from '../../../../../src/ol/Feature.js';
import LineString from '../../../../../src/ol/geom/LineString.js';
import MultiLineString from '../../../../../src/ol/geom/MultiLineString.js';
import WebGLLineStringReplay from '../../../../../src/ol/render/webgl/LineStringReplay.js';
import _ol_render_webgl_linestringreplay_defaultshader_ from '../../../../../src/ol/render/webgl/linestringreplay/defaultshader.js';
import {fragment, vertex} from '../../../../../src/ol/render/webgl/linestringreplay/defaultshader.js';
import _ol_render_webgl_linestringreplay_defaultshader_Locations_ from '../../../../../src/ol/render/webgl/linestringreplay/defaultshader/Locations.js';
import Stroke from '../../../../../src/ol/style/Stroke.js';
@@ -225,9 +225,7 @@ describe('ol.render.webgl.LineStringReplay', function() {
sinon.spy(context, 'useProgram');
replay.setUpProgram(gl, context, [2, 2], 1);
expect(context.getProgram.calledWithExactly(
_ol_render_webgl_linestringreplay_defaultshader_.fragment,
_ol_render_webgl_linestringreplay_defaultshader_.vertex)).to.be(true);
expect(context.getProgram.calledWithExactly(fragment, vertex)).to.be(true);
expect(context.useProgram.calledOnce).to.be(true);
});

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@@ -3,7 +3,7 @@ import Feature from '../../../../../src/ol/Feature.js';
import MultiPolygon from '../../../../../src/ol/geom/MultiPolygon.js';
import Polygon from '../../../../../src/ol/geom/Polygon.js';
import WebGLPolygonReplay from '../../../../../src/ol/render/webgl/PolygonReplay.js';
import _ol_render_webgl_polygonreplay_defaultshader_ from '../../../../../src/ol/render/webgl/polygonreplay/defaultshader.js';
import {fragment, vertex} from '../../../../../src/ol/render/webgl/polygonreplay/defaultshader.js';
import _ol_render_webgl_polygonreplay_defaultshader_Locations_ from '../../../../../src/ol/render/webgl/polygonreplay/defaultshader/Locations.js';
import LinkedList from '../../../../../src/ol/structs/LinkedList.js';
import RBush from '../../../../../src/ol/structs/RBush.js';
@@ -346,9 +346,7 @@ describe('ol.render.webgl.PolygonReplay', function() {
sinon.spy(context, 'useProgram');
replay.setUpProgram(gl, context, [2, 2], 1);
expect(context.getProgram.calledWithExactly(
_ol_render_webgl_polygonreplay_defaultshader_.fragment,
_ol_render_webgl_polygonreplay_defaultshader_.vertex)).to.be(true);
expect(context.getProgram.calledWithExactly(fragment, vertex)).to.be(true);
expect(context.useProgram.calledOnce).to.be(true);
});

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@@ -1,5 +1,5 @@
import WebGLTextureReplay from '../../../../../src/ol/render/webgl/TextureReplay.js';
import _ol_render_webgl_texturereplay_defaultshader_ from '../../../../../src/ol/render/webgl/texturereplay/defaultshader.js';
import {fragment, vertex} from '../../../../../src/ol/render/webgl/texturereplay/defaultshader.js';
import _ol_render_webgl_texturereplay_defaultshader_Locations_ from '../../../../../src/ol/render/webgl/texturereplay/defaultshader/Locations.js';
describe('ol.render.webgl.TextureReplay', function() {
@@ -39,9 +39,7 @@ describe('ol.render.webgl.TextureReplay', function() {
sinon.spy(context, 'useProgram');
replay.setUpProgram(gl, context, [2, 2], 1);
expect(context.getProgram.calledWithExactly(
_ol_render_webgl_texturereplay_defaultshader_.fragment,
_ol_render_webgl_texturereplay_defaultshader_.vertex)).to.be(true);
expect(context.getProgram.calledWithExactly(fragment, vertex)).to.be(true);
expect(context.useProgram.calledOnce).to.be(true);
});