From 985fc3af47e5576f0bd9b7687e4bb0a0853dc041 Mon Sep 17 00:00:00 2001 From: Frederic Junod Date: Fri, 9 Feb 2018 09:25:56 +0100 Subject: [PATCH] Rename _ol_webgl_Vertex_ to WebGLVertex --- src/ol/render/webgl/circlereplay/defaultshader.js | 4 ++-- src/ol/render/webgl/linestringreplay/defaultshader.js | 4 ++-- src/ol/render/webgl/polygonreplay/defaultshader.js | 4 ++-- src/ol/render/webgl/texturereplay/defaultshader.js | 4 ++-- src/ol/renderer/webgl/defaultmapshader.js | 4 ++-- src/ol/renderer/webgl/tilelayershader.js | 4 ++-- src/ol/webgl/Vertex.js | 8 ++++---- src/ol/webgl/shader.mustache | 4 ++-- 8 files changed, 18 insertions(+), 18 deletions(-) diff --git a/src/ol/render/webgl/circlereplay/defaultshader.js b/src/ol/render/webgl/circlereplay/defaultshader.js index 2fa9b0906b..07395189e4 100644 --- a/src/ol/render/webgl/circlereplay/defaultshader.js +++ b/src/ol/render/webgl/circlereplay/defaultshader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../../index.js'; import WebGLFragment from '../../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js'; +import WebGLVertex from '../../../webgl/Vertex.js'; export const fragment = new WebGLFragment(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(diststrokeDist){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;}}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(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);}}'); diff --git a/src/ol/render/webgl/linestringreplay/defaultshader.js b/src/ol/render/webgl/linestringreplay/defaultshader.js index 90973ac463..b0de052e5a 100644 --- a/src/ol/render/webgl/linestringreplay/defaultshader.js +++ b/src/ol/render/webgl/linestringreplay/defaultshader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../../index.js'; import WebGLFragment from '../../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js'; +import WebGLVertex from '../../../webgl/Vertex.js'; export const fragment = new WebGLFragment(DEBUG_WEBGL ? 'precision mediump float;\nvarying float v_round;\nvarying vec2 v_roundVertex;\nvarying float v_halfWidth;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_color;\nuniform vec2 u_size;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n if (v_round > 0.0) {\n vec2 windowCoords = vec2((v_roundVertex.x + 1.0) / 2.0 * u_size.x * u_pixelRatio,\n (v_roundVertex.y + 1.0) / 2.0 * u_size.y * u_pixelRatio);\n if (length(windowCoords - gl_FragCoord.xy) > v_halfWidth * u_pixelRatio) {\n discard;\n }\n }\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;varying float a;varying vec2 aVertex;varying float c;uniform float m;uniform vec4 n;uniform vec2 o;uniform float p;void main(void){if(a>0.0){vec2 windowCoords=vec2((aVertex.x+1.0)/2.0*o.x*p,(aVertex.y+1.0)/2.0*o.y*p);if(length(windowCoords-gl_FragCoord.xy)>c*p){discard;}} gl_FragColor=n;float alpha=n.a*m;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(DEBUG_WEBGL ? 'varying float v_round;\nvarying vec2 v_roundVertex;\nvarying float v_halfWidth;\n\n\nattribute vec2 a_lastPos;\nattribute vec2 a_position;\nattribute vec2 a_nextPos;\nattribute float a_direction;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_miterLimit;\n\nbool nearlyEquals(in float value, in float ref) {\n float epsilon = 0.000000000001;\n return value >= ref - epsilon && value <= ref + epsilon;\n}\n\nvoid alongNormal(out vec2 offset, in vec2 nextP, in float turnDir, in float direction) {\n vec2 dirVect = nextP - a_position;\n vec2 normal = normalize(vec2(-turnDir * dirVect.y, turnDir * dirVect.x));\n offset = u_lineWidth / 2.0 * normal * direction;\n}\n\nvoid miterUp(out vec2 offset, out float round, in bool isRound, in float direction) {\n float halfWidth = u_lineWidth / 2.0;\n vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));\n vec2 normal = vec2(-tangent.y, tangent.x);\n vec2 dirVect = a_nextPos - a_position;\n vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));\n float miterLength = abs(halfWidth / dot(normal, tmpNormal));\n offset = normal * direction * miterLength;\n round = 0.0;\n if (isRound) {\n round = 1.0;\n } else if (miterLength > u_miterLimit + u_lineWidth) {\n offset = halfWidth * tmpNormal * direction;\n }\n}\n\nbool miterDown(out vec2 offset, in vec4 projPos, in mat4 offsetMatrix, in float direction) {\n bool degenerate = false;\n vec2 tangent = normalize(normalize(a_nextPos - a_position) + normalize(a_position - a_lastPos));\n vec2 normal = vec2(-tangent.y, tangent.x);\n vec2 dirVect = a_lastPos - a_position;\n vec2 tmpNormal = normalize(vec2(-dirVect.y, dirVect.x));\n vec2 longOffset, shortOffset, longVertex;\n vec4 shortProjVertex;\n float halfWidth = u_lineWidth / 2.0;\n if (length(a_nextPos - a_position) > length(a_lastPos - a_position)) {\n longOffset = tmpNormal * direction * halfWidth;\n shortOffset = normalize(vec2(dirVect.y, -dirVect.x)) * direction * halfWidth;\n longVertex = a_nextPos;\n shortProjVertex = u_projectionMatrix * vec4(a_lastPos, 0.0, 1.0);\n } else {\n shortOffset = tmpNormal * direction * halfWidth;\n longOffset = normalize(vec2(dirVect.y, -dirVect.x)) * direction * halfWidth;\n longVertex = a_lastPos;\n shortProjVertex = u_projectionMatrix * vec4(a_nextPos, 0.0, 1.0);\n }\n //Intersection algorithm based on theory by Paul Bourke (http://paulbourke.net/geometry/pointlineplane/).\n vec4 p1 = u_projectionMatrix * vec4(longVertex, 0.0, 1.0) + offsetMatrix * vec4(longOffset, 0.0, 0.0);\n vec4 p2 = projPos + offsetMatrix * vec4(longOffset, 0.0, 0.0);\n vec4 p3 = shortProjVertex + offsetMatrix * vec4(-shortOffset, 0.0, 0.0);\n vec4 p4 = shortProjVertex + offsetMatrix * vec4(shortOffset, 0.0, 0.0);\n float denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);\n float firstU = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom;\n float secondU = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom;\n float epsilon = 0.000000000001;\n if (firstU > epsilon && firstU < 1.0 - epsilon && secondU > epsilon && secondU < 1.0 - epsilon) {\n shortProjVertex.x = p1.x + firstU * (p2.x - p1.x);\n shortProjVertex.y = p1.y + firstU * (p2.y - p1.y);\n offset = shortProjVertex.xy;\n degenerate = true;\n } else {\n float miterLength = abs(halfWidth / dot(normal, tmpNormal));\n offset = normal * direction * miterLength;\n }\n return degenerate;\n}\n\nvoid squareCap(out vec2 offset, out float round, in bool isRound, in vec2 nextP,\n in float turnDir, in float direction) {\n round = 0.0;\n vec2 dirVect = a_position - nextP;\n vec2 firstNormal = normalize(dirVect);\n vec2 secondNormal = vec2(turnDir * firstNormal.y * direction, -turnDir * firstNormal.x * direction);\n vec2 hypotenuse = normalize(firstNormal - secondNormal);\n vec2 normal = vec2(turnDir * hypotenuse.y * direction, -turnDir * hypotenuse.x * direction);\n float length = sqrt(v_halfWidth * v_halfWidth * 2.0);\n offset = normal * length;\n if (isRound) {\n round = 1.0;\n }\n}\n\nvoid main(void) {\n bool degenerate = false;\n float direction = float(sign(a_direction));\n mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n vec2 offset;\n vec4 projPos = u_projectionMatrix * vec4(a_position, 0.0, 1.0);\n bool round = nearlyEquals(mod(a_direction, 2.0), 0.0);\n\n v_round = 0.0;\n v_halfWidth = u_lineWidth / 2.0;\n v_roundVertex = projPos.xy;\n\n if (nearlyEquals(mod(a_direction, 3.0), 0.0) || nearlyEquals(mod(a_direction, 17.0), 0.0)) {\n alongNormal(offset, a_nextPos, 1.0, direction);\n } else if (nearlyEquals(mod(a_direction, 5.0), 0.0) || nearlyEquals(mod(a_direction, 13.0), 0.0)) {\n alongNormal(offset, a_lastPos, -1.0, direction);\n } else if (nearlyEquals(mod(a_direction, 23.0), 0.0)) {\n miterUp(offset, v_round, round, direction);\n } else if (nearlyEquals(mod(a_direction, 19.0), 0.0)) {\n degenerate = miterDown(offset, projPos, offsetMatrix, direction);\n } else if (nearlyEquals(mod(a_direction, 7.0), 0.0)) {\n squareCap(offset, v_round, round, a_nextPos, 1.0, direction);\n } else if (nearlyEquals(mod(a_direction, 11.0), 0.0)) {\n squareCap(offset, v_round, round, a_lastPos, -1.0, direction);\n }\n if (!degenerate) {\n vec4 offsets = offsetMatrix * vec4(offset, 0.0, 0.0);\n gl_Position = projPos + offsets;\n } else {\n gl_Position = vec4(offset, 0.0, 1.0);\n }\n}\n\n\n' : 'varying float a;varying vec2 aVertex;varying float c;attribute vec2 d;attribute vec2 e;attribute vec2 f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;bool nearlyEquals(in float value,in float ref){float epsilon=0.000000000001;return value>=ref-epsilon&&value<=ref+epsilon;}void alongNormal(out vec2 offset,in vec2 nextP,in float turnDir,in float direction){vec2 dirVect=nextP-e;vec2 normal=normalize(vec2(-turnDir*dirVect.y,turnDir*dirVect.x));offset=k/2.0*normal*direction;}void miterUp(out vec2 offset,out float round,in bool isRound,in float direction){float halfWidth=k/2.0;vec2 tangent=normalize(normalize(f-e)+normalize(e-d));vec2 normal=vec2(-tangent.y,tangent.x);vec2 dirVect=f-e;vec2 tmpNormal=normalize(vec2(-dirVect.y,dirVect.x));float miterLength=abs(halfWidth/dot(normal,tmpNormal));offset=normal*direction*miterLength;round=0.0;if(isRound){round=1.0;}else if(miterLength>l+k){offset=halfWidth*tmpNormal*direction;}} bool miterDown(out vec2 offset,in vec4 projPos,in mat4 offsetMatrix,in float direction){bool degenerate=false;vec2 tangent=normalize(normalize(f-e)+normalize(e-d));vec2 normal=vec2(-tangent.y,tangent.x);vec2 dirVect=d-e;vec2 tmpNormal=normalize(vec2(-dirVect.y,dirVect.x));vec2 longOffset,shortOffset,longVertex;vec4 shortProjVertex;float halfWidth=k/2.0;if(length(f-e)>length(d-e)){longOffset=tmpNormal*direction*halfWidth;shortOffset=normalize(vec2(dirVect.y,-dirVect.x))*direction*halfWidth;longVertex=f;shortProjVertex=h*vec4(d,0.0,1.0);}else{shortOffset=tmpNormal*direction*halfWidth;longOffset=normalize(vec2(dirVect.y,-dirVect.x))*direction*halfWidth;longVertex=d;shortProjVertex=h*vec4(f,0.0,1.0);}vec4 p1=h*vec4(longVertex,0.0,1.0)+offsetMatrix*vec4(longOffset,0.0,0.0);vec4 p2=projPos+offsetMatrix*vec4(longOffset,0.0,0.0);vec4 p3=shortProjVertex+offsetMatrix*vec4(-shortOffset,0.0,0.0);vec4 p4=shortProjVertex+offsetMatrix*vec4(shortOffset,0.0,0.0);float denom=(p4.y-p3.y)*(p2.x-p1.x)-(p4.x-p3.x)*(p2.y-p1.y);float firstU=((p4.x-p3.x)*(p1.y-p3.y)-(p4.y-p3.y)*(p1.x-p3.x))/denom;float secondU=((p2.x-p1.x)*(p1.y-p3.y)-(p2.y-p1.y)*(p1.x-p3.x))/denom;float epsilon=0.000000000001;if(firstU>epsilon&&firstU<1.0-epsilon&&secondU>epsilon&&secondU<1.0-epsilon){shortProjVertex.x=p1.x+firstU*(p2.x-p1.x);shortProjVertex.y=p1.y+firstU*(p2.y-p1.y);offset=shortProjVertex.xy;degenerate=true;}else{float miterLength=abs(halfWidth/dot(normal,tmpNormal));offset=normal*direction*miterLength;}return degenerate;}void squareCap(out vec2 offset,out float round,in bool isRound,in vec2 nextP,in float turnDir,in float direction){round=0.0;vec2 dirVect=e-nextP;vec2 firstNormal=normalize(dirVect);vec2 secondNormal=vec2(turnDir*firstNormal.y*direction,-turnDir*firstNormal.x*direction);vec2 hypotenuse=normalize(firstNormal-secondNormal);vec2 normal=vec2(turnDir*hypotenuse.y*direction,-turnDir*hypotenuse.x*direction);float length=sqrt(c*c*2.0);offset=normal*length;if(isRound){round=1.0;}} void main(void){bool degenerate=false;float direction=float(sign(g));mat4 offsetMatrix=i*j;vec2 offset;vec4 projPos=h*vec4(e,0.0,1.0);bool round=nearlyEquals(mod(g,2.0),0.0);a=0.0;c=k/2.0;aVertex=projPos.xy;if(nearlyEquals(mod(g,3.0),0.0)||nearlyEquals(mod(g,17.0),0.0)){alongNormal(offset,f,1.0,direction);}else if(nearlyEquals(mod(g,5.0),0.0)||nearlyEquals(mod(g,13.0),0.0)){alongNormal(offset,d,-1.0,direction);}else if(nearlyEquals(mod(g,23.0),0.0)){miterUp(offset,a,round,direction);}else if(nearlyEquals(mod(g,19.0),0.0)){degenerate=miterDown(offset,projPos,offsetMatrix,direction);}else if(nearlyEquals(mod(g,7.0),0.0)){squareCap(offset,a,round,f,1.0,direction);}else if(nearlyEquals(mod(g,11.0),0.0)){squareCap(offset,a,round,d,-1.0,direction);}if(!degenerate){vec4 offsets=offsetMatrix*vec4(offset,0.0,0.0);gl_Position=projPos+offsets;}else{gl_Position=vec4(offset,0.0,1.0);}}'); diff --git a/src/ol/render/webgl/polygonreplay/defaultshader.js b/src/ol/render/webgl/polygonreplay/defaultshader.js index b1c3fab178..6d36aef720 100644 --- a/src/ol/render/webgl/polygonreplay/defaultshader.js +++ b/src/ol/render/webgl/polygonreplay/defaultshader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../../index.js'; import WebGLFragment from '../../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js'; +import WebGLVertex from '../../../webgl/Vertex.js'; export const fragment = new WebGLFragment(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;}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(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);}'); diff --git a/src/ol/render/webgl/texturereplay/defaultshader.js b/src/ol/render/webgl/texturereplay/defaultshader.js index 2a0afbc6bb..e439eed48a 100644 --- a/src/ol/render/webgl/texturereplay/defaultshader.js +++ b/src/ol/render/webgl/texturereplay/defaultshader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../../index.js'; import WebGLFragment from '../../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js'; +import WebGLVertex from '../../../webgl/Vertex.js'; export const fragment = new WebGLFragment(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;}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(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;}'); diff --git a/src/ol/renderer/webgl/defaultmapshader.js b/src/ol/renderer/webgl/defaultmapshader.js index a861cf9c65..317a41063a 100644 --- a/src/ol/renderer/webgl/defaultmapshader.js +++ b/src/ol/renderer/webgl/defaultmapshader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../index.js'; import WebGLFragment from '../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../webgl/Vertex.js'; +import WebGLVertex from '../../webgl/Vertex.js'; export const fragment = new WebGLFragment(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;}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(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;}'); diff --git a/src/ol/renderer/webgl/tilelayershader.js b/src/ol/renderer/webgl/tilelayershader.js index 61cf9e1cec..b03dd30dfa 100644 --- a/src/ol/renderer/webgl/tilelayershader.js +++ b/src/ol/renderer/webgl/tilelayershader.js @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../index.js'; import WebGLFragment from '../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../webgl/Vertex.js'; +import WebGLVertex from '../../webgl/Vertex.js'; export const fragment = new WebGLFragment(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);}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(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;}'); diff --git a/src/ol/webgl/Vertex.js b/src/ol/webgl/Vertex.js index 554324675d..b0eadd0820 100644 --- a/src/ol/webgl/Vertex.js +++ b/src/ol/webgl/Vertex.js @@ -11,17 +11,17 @@ import WebGLShader from '../webgl/Shader.js'; * @param {string} source Source. * @struct */ -const _ol_webgl_Vertex_ = function(source) { +const WebGLVertex = function(source) { WebGLShader.call(this, source); }; -inherits(_ol_webgl_Vertex_, WebGLShader); +inherits(WebGLVertex, WebGLShader); /** * @inheritDoc */ -_ol_webgl_Vertex_.prototype.getType = function() { +WebGLVertex.prototype.getType = function() { return _ol_webgl_.VERTEX_SHADER; }; -export default _ol_webgl_Vertex_; +export default WebGLVertex; diff --git a/src/ol/webgl/shader.mustache b/src/ol/webgl/shader.mustache index 128e9eefb5..b37c64ea2d 100644 --- a/src/ol/webgl/shader.mustache +++ b/src/ol/webgl/shader.mustache @@ -6,12 +6,12 @@ import {DEBUG_WEBGL} from '../../../index.js'; import WebGLFragment from '../../../webgl/Fragment.js'; -import _ol_webgl_Vertex_ from '../../../webgl/Vertex.js'; +import WebGLVertex from '../../../webgl/Vertex.js'; export const fragment = new WebGLFragment(DEBUG_WEBGL ? 'precision mediump float;\n{{{originalFragmentSource}}}' : 'precision mediump float;{{{fragmentSource}}}'); -export const vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? +export const vertex = new WebGLVertex(DEBUG_WEBGL ? '{{{originalVertexSource}}}' : '{{{vertexSource}}}');