Refactor glsl-unit templates
This abuses the template system to allow both a single anonymous shader and multiple named shaders to be defined in a namespace.
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@@ -1,5 +1,5 @@
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// This file is automatically generated, do not edit
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goog.provide('{{namespace}}.shader');
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goog.provide('{{namespace}}');
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goog.require('ol.webgl.shader');
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@@ -9,34 +9,34 @@ goog.require('ol.webgl.shader');
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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*/
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{{namespace}}.shader.Fragment = function() {
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goog.base(this, {{namespace}}.shader.Fragment.SOURCE);
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{{className}}Fragment = function() {
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goog.base(this, {{className}}Fragment.SOURCE);
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};
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goog.inherits({{namespace}}.shader.Fragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter({{namespace}}.shader.Fragment);
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goog.inherits({{className}}Fragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter({{className}}Fragment);
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n{{getOriginalFragmentSource}}';
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{{className}}Fragment.DEBUG_SOURCE = 'precision mediump float;\n{{getOriginalFragmentSource}}';
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;{{getFragmentSource}}';
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{{className}}Fragment.OPTIMIZED_SOURCE = 'precision mediump float;{{getFragmentSource}}';
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Fragment.SOURCE = goog.DEBUG ?
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{{namespace}}.shader.Fragment.DEBUG_SOURCE :
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{{namespace}}.shader.Fragment.OPTIMIZED_SOURCE;
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{{className}}Fragment.SOURCE = goog.DEBUG ?
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{{className}}Fragment.DEBUG_SOURCE :
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{{className}}Fragment.OPTIMIZED_SOURCE;
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@@ -44,40 +44,40 @@ goog.addSingletonGetter({{namespace}}.shader.Fragment);
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* @constructor
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* @extends {ol.webgl.shader.Vertex}
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*/
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{{namespace}}.shader.Vertex = function() {
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goog.base(this, {{namespace}}.shader.Vertex.SOURCE);
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{{className}}Vertex = function() {
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goog.base(this, {{className}}Vertex.SOURCE);
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};
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goog.inherits({{namespace}}.shader.Vertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter({{namespace}}.shader.Vertex);
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goog.inherits({{className}}Vertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter({{className}}Vertex);
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Vertex.DEBUG_SOURCE = '{{getOriginalVertexSource}}';
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{{className}}Vertex.DEBUG_SOURCE = '{{getOriginalVertexSource}}';
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Vertex.OPTIMIZED_SOURCE = '{{getVertexSource}}';
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{{className}}Vertex.OPTIMIZED_SOURCE = '{{getVertexSource}}';
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/**
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.Vertex.SOURCE = goog.DEBUG ?
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{{namespace}}.shader.Vertex.DEBUG_SOURCE :
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{{namespace}}.shader.Vertex.OPTIMIZED_SOURCE;
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{{className}}Vertex.SOURCE = goog.DEBUG ?
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{{className}}Vertex.DEBUG_SOURCE :
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{{className}}Vertex.OPTIMIZED_SOURCE;
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/**
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* @constructor
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*/
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{{namespace}}.shader.uniform = function() {};
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{{namespace}}.uniform = function() {};
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{{#getUniforms}}
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@@ -85,7 +85,7 @@ goog.addSingletonGetter({{namespace}}.shader.Vertex);
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.uniform.{{originalName}} =
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{{namespace}}.uniform.{{originalName}} =
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goog.DEBUG ? '{{originalName}}' : '{{shortName}}';
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{{/getUniforms}}
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@@ -93,7 +93,7 @@ goog.addSingletonGetter({{namespace}}.shader.Vertex);
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/**
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* @constructor
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*/
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{{namespace}}.shader.attribute = function() {};
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{{namespace}}.attribute = function() {};
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{{#getAttributes}}
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@@ -101,6 +101,6 @@ goog.addSingletonGetter({{namespace}}.shader.Vertex);
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* @const
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* @type {string}
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*/
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{{namespace}}.shader.attribute.{{originalName}} =
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{{namespace}}.attribute.{{originalName}} =
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goog.DEBUG ? '{{originalName}}' : '{{shortName}}';
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{{/getAttributes}}
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