Use named exports from ol/index.js
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@@ -1,16 +1,16 @@
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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 {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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var _ol_render_webgl_polygonreplay_defaultshader_ = {};
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_ol_render_webgl_polygonreplay_defaultshader_.fragment = new _ol_webgl_Fragment_(_ol_.DEBUG_WEBGL ?
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_ol_render_webgl_polygonreplay_defaultshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ?
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'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' :
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'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;}');
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_ol_render_webgl_polygonreplay_defaultshader_.vertex = new _ol_webgl_Vertex_(_ol_.DEBUG_WEBGL ?
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_ol_render_webgl_polygonreplay_defaultshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ?
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'\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' :
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'attribute vec2 a;uniform mat4 b;uniform mat4 c;uniform mat4 d;void main(void){gl_Position=b*vec4(a,0.0,1.0);}');
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@@ -2,7 +2,7 @@
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* @module ol/render/webgl/polygonreplay/defaultshader/Locations
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*/
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// This file is automatically generated, do not edit
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import _ol_ from '../../../../index.js';
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import {DEBUG_WEBGL} from '../../../../index.js';
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/**
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* @constructor
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@@ -16,37 +16,37 @@ var _ol_render_webgl_polygonreplay_defaultshader_Locations_ = function(gl, progr
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, _ol_.DEBUG_WEBGL ? 'u_projectionMatrix' : 'b');
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program, DEBUG_WEBGL ? 'u_projectionMatrix' : 'b');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetScaleMatrix = gl.getUniformLocation(
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program, _ol_.DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'c');
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program, DEBUG_WEBGL ? 'u_offsetScaleMatrix' : 'c');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_offsetRotateMatrix = gl.getUniformLocation(
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program, _ol_.DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'd');
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program, DEBUG_WEBGL ? 'u_offsetRotateMatrix' : 'd');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_color = gl.getUniformLocation(
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program, _ol_.DEBUG_WEBGL ? 'u_color' : 'e');
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program, DEBUG_WEBGL ? 'u_color' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_opacity = gl.getUniformLocation(
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program, _ol_.DEBUG_WEBGL ? 'u_opacity' : 'f');
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program, DEBUG_WEBGL ? 'u_opacity' : 'f');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, _ol_.DEBUG_WEBGL ? 'a_position' : 'a');
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program, DEBUG_WEBGL ? 'a_position' : 'a');
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};
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export default _ol_render_webgl_polygonreplay_defaultshader_Locations_;
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