Avoid rendering outside WebGL layer and source extent
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@@ -87,7 +87,11 @@ describe('ol/layer/WebGLTile', function () {
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#else
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precision mediump float;
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#endif
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varying vec2 v_textureCoord;
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varying vec2 v_mapCoord;
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uniform vec4 u_renderExtent;
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uniform float u_transitionAlpha;
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uniform float u_texturePixelWidth;
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uniform float u_texturePixelHeight;
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@@ -97,7 +101,16 @@ describe('ol/layer/WebGLTile', function () {
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uniform float u_var_g;
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uniform float u_var_b;
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uniform sampler2D u_tileTextures[1];
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void main() {
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if (
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v_mapCoord[0] < u_renderExtent[0] ||
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v_mapCoord[1] < u_renderExtent[1] ||
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v_mapCoord[0] > u_renderExtent[2] ||
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v_mapCoord[1] > u_renderExtent[3]
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) {
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discard;
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}
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vec4 color = texture2D(u_tileTextures[0], v_textureCoord);
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color = vec4(u_var_r / 255.0, u_var_g / 255.0, u_var_b / 255.0, 1.0);
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if (color.a == 0.0) {
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@@ -112,12 +125,24 @@ describe('ol/layer/WebGLTile', function () {
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expect(compileShaderSpy.getCall(1).args[0].replace(/[ \n]+/g, ' ')).to.be(
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`
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attribute vec2 a_textureCoord;
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uniform mat4 u_tileTransform;
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uniform float u_texturePixelWidth;
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uniform float u_texturePixelHeight;
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uniform float u_textureResolution;
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uniform float u_textureOriginX;
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uniform float u_textureOriginY;
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uniform float u_depth;
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varying vec2 v_textureCoord;
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varying vec2 v_mapCoord;
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void main() {
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v_textureCoord = a_textureCoord;
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v_mapCoord = vec2(
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u_textureOriginX + u_textureResolution * u_texturePixelWidth * v_textureCoord[0],
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u_textureOriginY - u_textureResolution * u_texturePixelHeight * v_textureCoord[1]
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);
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gl_Position = u_tileTransform * vec4(a_textureCoord, u_depth, 1.0);
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}
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`.replace(/[ \n]+/g, ' ')
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@@ -163,6 +188,10 @@ describe('ol/layer/WebGLTile', function () {
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#else
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precision mediump float;
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#endif varying vec2 v_textureCoord;
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varying vec2 v_mapCoord;
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uniform vec4 u_renderExtent;
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uniform float u_transitionAlpha;
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uniform float u_texturePixelWidth;
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uniform float u_texturePixelHeight;
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@@ -188,6 +217,14 @@ describe('ol/layer/WebGLTile', function () {
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}
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void main() {
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if (
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v_mapCoord[0] < u_renderExtent[0] ||
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v_mapCoord[1] < u_renderExtent[1] ||
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v_mapCoord[0] > u_renderExtent[2] ||
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v_mapCoord[1] > u_renderExtent[3]
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) {
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discard;
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}
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vec4 color = texture2D(u_tileTextures[0], v_textureCoord);
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color = vec4((getBandValue(4.0, 0.0, 0.0) / 3000.0), (getBandValue(1.0, 0.0, 0.0) / 3000.0), (getBandValue(2.0, 0.0, 0.0) / 3000.0), 1.0);
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if (color.a == 0.0) {
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