Eliminating jitter by restructuring

This commit is contained in:
GaborFarkas
2016-06-02 20:44:22 +02:00
parent 6e958514ee
commit caeb8e4820
3 changed files with 223 additions and 216 deletions
@@ -23,14 +23,14 @@ goog.addSingletonGetter(ol.render.webgl.polygonreplay.shader.DefaultFragment);
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.shader.DefaultFragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec4 v_color;\n\n\n\nvoid main(void) {\n gl_FragColor = v_color;\n}\n';
ol.render.webgl.polygonreplay.shader.DefaultFragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec4 v_color;\n\n\n\nuniform float u_opacity;\n\nvoid main(void) {\n gl_FragColor = v_color;\n float alpha = v_color.a * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec4 a;void main(void){gl_FragColor=a;}';
ol.render.webgl.polygonreplay.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec4 a;uniform float g;void main(void){gl_FragColor=a;float alpha=a.a*g;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}';
/**
@@ -58,14 +58,14 @@ goog.addSingletonGetter(ol.render.webgl.polygonreplay.shader.DefaultVertex);
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.shader.DefaultVertex.DEBUG_SOURCE = 'varying vec4 v_color;\n\n\nattribute vec2 a_position;\nattribute vec4 a_color;\n\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n v_color = a_color;\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n}\n\n\n';
ol.render.webgl.polygonreplay.shader.DefaultVertex.DEBUG_SOURCE = 'varying vec4 v_color;\n\n\nattribute vec2 a_position;\nattribute vec4 a_color;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n v_color = a_color;\n mat4 offsetMatrix = u_offsetScaleMatrix;\n vec4 offsets = offsetMatrix * vec4(0., 0., 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\n}\n\n\n';
/**
* @const
* @type {string}
*/
ol.render.webgl.polygonreplay.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying vec4 a;attribute vec2 b;attribute vec4 c;uniform mat4 d;void main(void){a=c;gl_Position=d*vec4(b,0.,1.);}';
ol.render.webgl.polygonreplay.shader.DefaultVertex.OPTIMIZED_SOURCE = 'varying vec4 a;attribute vec2 b;attribute vec4 c;uniform mat4 d;uniform mat4 e;uniform mat4 f;void main(void){a=c;mat4 offsetMatrix=e;vec4 offsets=offsetMatrix*vec4(0.,0.,0.,0.);gl_Position=d*vec4(b,0.,1.)+offsets;}';
/**
@@ -85,6 +85,24 @@ ol.render.webgl.polygonreplay.shader.DefaultVertex.SOURCE = goog.DEBUG ?
*/
ol.render.webgl.polygonreplay.shader.Default.Locations = function(gl, program) {
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetRotateMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_offsetRotateMatrix' : 'f');
/**
* @type {WebGLUniformLocation}
*/
this.u_offsetScaleMatrix = gl.getUniformLocation(
program, goog.DEBUG ? 'u_offsetScaleMatrix' : 'e');
/**
* @type {WebGLUniformLocation}
*/
this.u_opacity = gl.getUniformLocation(
program, goog.DEBUG ? 'u_opacity' : 'g');
/**
* @type {WebGLUniformLocation}
*/