Named exports from WebGL shaders
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@@ -6,7 +6,7 @@ import RenderEvent from '../../render/Event.js';
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import RenderEventType from '../../render/EventType.js';
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import _ol_render_webgl_Immediate_ from '../../render/webgl/Immediate.js';
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import LayerRenderer from '../Layer.js';
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import _ol_renderer_webgl_defaultmapshader_ from '../webgl/defaultmapshader.js';
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import {fragment, vertex} from '../webgl/defaultmapshader.js';
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import _ol_renderer_webgl_defaultmapshader_Locations_ from '../webgl/defaultmapshader/Locations.js';
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import _ol_transform_ from '../../transform.js';
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import {create, fromTransform} from '../../vec/mat4.js';
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@@ -148,8 +148,8 @@ WebGLLayerRenderer.prototype.composeFrame = function(frameState, layerState, con
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const gl = context.getGL();
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const fragmentShader = _ol_renderer_webgl_defaultmapshader_.fragment;
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const vertexShader = _ol_renderer_webgl_defaultmapshader_.vertex;
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const fragmentShader = fragment;
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const vertexShader = vertex;
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const program = context.getProgram(fragmentShader, vertexShader);
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@@ -13,7 +13,7 @@ import {createEmpty, intersects} from '../../extent.js';
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import {roundUpToPowerOfTwo} from '../../math.js';
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import RendererType from '../Type.js';
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import WebGLLayerRenderer from '../webgl/Layer.js';
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import _ol_renderer_webgl_tilelayershader_ from '../webgl/tilelayershader.js';
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import {fragment, vertex} from '../webgl/tilelayershader.js';
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import _ol_renderer_webgl_tilelayershader_Locations_ from '../webgl/tilelayershader/Locations.js';
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import {toSize} from '../../size.js';
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import _ol_transform_ from '../../transform.js';
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@@ -35,13 +35,13 @@ const WebGLTileLayerRenderer = function(mapRenderer, tileLayer) {
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* @private
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* @type {ol.webgl.Fragment}
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*/
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this.fragmentShader_ = _ol_renderer_webgl_tilelayershader_.fragment;
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this.fragmentShader_ = fragment;
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/**
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* @private
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* @type {ol.webgl.Vertex}
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*/
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this.vertexShader_ = _ol_renderer_webgl_tilelayershader_.vertex;
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this.vertexShader_ = vertex;
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/**
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* @private
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@@ -1,17 +1,17 @@
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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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// Run `make shaders` to generate, and commit the result.
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import {DEBUG_WEBGL} 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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const _ol_renderer_webgl_defaultmapshader_ = {};
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_ol_renderer_webgl_defaultmapshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
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export const fragment = new _ol_webgl_Fragment_(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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_ol_renderer_webgl_defaultmapshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
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export const vertex = new _ol_webgl_Vertex_(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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@@ -2,6 +2,8 @@
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* @module ol/renderer/webgl/defaultmapshader/Locations
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*/
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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 {DEBUG_WEBGL} from '../../../index.js';
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/**
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@@ -1,17 +1,17 @@
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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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// Run `make shaders` to generate, and commit the result.
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import {DEBUG_WEBGL} 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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const _ol_renderer_webgl_tilelayershader_ = {};
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_ol_renderer_webgl_tilelayershader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
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export const fragment = new _ol_webgl_Fragment_(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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_ol_renderer_webgl_tilelayershader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
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export const vertex = new _ol_webgl_Vertex_(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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@@ -2,6 +2,8 @@
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* @module ol/renderer/webgl/tilelayershader/Locations
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*/
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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 {DEBUG_WEBGL} from '../../../index.js';
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/**
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