Update PointsLayer documentation
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@@ -77,7 +77,12 @@ const FRAGMENT_SHADER = `
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* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
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* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
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* every time the vector source changes.
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* every time the vector source changes.
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*
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*
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* Use shaders to customize the final output.
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* Use shaders to customize the final output. The following attributes are available:
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* * `vec2 a_position`
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* * `vec2 a_texCoord`
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* * `vec2 a_offsets`
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* * `float a_rotateWithView`
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* * `float a_opacity`
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*
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*
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* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
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* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
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*
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*
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@@ -90,12 +95,14 @@ const FRAGMENT_SHADER = `
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* attribute vec2 a_texCoord;
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* attribute vec2 a_texCoord;
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* attribute float a_rotateWithView;
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* attribute float a_rotateWithView;
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* attribute vec2 a_offsets;
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* attribute vec2 a_offsets;
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* attribute float a_opacity;
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*
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*
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* uniform mat4 u_projectionMatrix;
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* uniform mat4 u_projectionMatrix;
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* uniform mat4 u_offsetScaleMatrix;
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* uniform mat4 u_offsetScaleMatrix;
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* uniform mat4 u_offsetRotateMatrix;
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* uniform mat4 u_offsetRotateMatrix;
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*
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*
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* varying vec2 v_texCoord;
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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*
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*
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* void main(void) {
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* void main(void) {
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* mat4 offsetMatrix = u_offsetScaleMatrix;
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* mat4 offsetMatrix = u_offsetScaleMatrix;
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@@ -105,6 +112,7 @@ const FRAGMENT_SHADER = `
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* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
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* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
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* v_texCoord = a_texCoord;
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* v_texCoord = a_texCoord;
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* v_opacity = a_opacity;
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* }
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* }
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* ```
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* ```
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*
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*
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@@ -114,10 +122,11 @@ const FRAGMENT_SHADER = `
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* uniform float u_opacity;
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* uniform float u_opacity;
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*
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*
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* varying vec2 v_texCoord;
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* varying vec2 v_texCoord;
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* varying float v_opacity;
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*
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*
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* void main(void) {
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* void main(void) {
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
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* float alpha = u_opacity;
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* float alpha = u_opacity * v_opacity;
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* if (alpha == 0.0) {
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* if (alpha == 0.0) {
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* discard;
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* discard;
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* }
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* }
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