Rework a bit the webgl helper to allow having several programs
Without this, doing render passes with different programs using one helper instance was not really doable
This commit is contained in:
@@ -540,7 +540,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.previousExtent_ = frameState.extent.slice();
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}
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this.helper.useProgram(this.program_);
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this.helper.useProgram(this.program_, frameState);
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this.helper.prepareDraw(frameState);
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// write new data
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@@ -726,7 +726,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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Math.floor(frameState.size[1] / 2),
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]);
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this.helper.useProgram(this.hitProgram_);
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this.helper.useProgram(this.hitProgram_, frameState);
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this.helper.prepareDrawToRenderTarget(
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frameState,
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this.hitRenderTarget_,
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@@ -508,7 +508,7 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
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}
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}
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this.helper.useProgram(this.program_);
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this.helper.useProgram(this.program_, frameState);
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this.helper.prepareDraw(frameState, !blend);
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const zs = Object.keys(tileTexturesByZ)
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@@ -49,6 +49,7 @@ export const DefaultUniform = {
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TIME: 'u_time',
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ZOOM: 'u_zoom',
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RESOLUTION: 'u_resolution',
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SIZE_PX: 'u_sizePx',
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};
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/**
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@@ -206,11 +207,12 @@ function releaseCanvas(key) {
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* Shaders must be compiled and assembled into a program like so:
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* ```js
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* // here we simply create two shaders and assemble them in a program which is then used
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* // for subsequent rendering calls
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* // for subsequent rendering calls; note how a frameState is required to set up a program,
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* // as several default uniforms are computed from it (projection matrix, zoom level, etc.)
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* const vertexShader = new WebGLVertex(VERTEX_SHADER);
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* const fragmentShader = new WebGLFragment(FRAGMENT_SHADER);
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* const program = this.context.getProgram(fragmentShader, vertexShader);
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* helper.useProgram(this.program);
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* helper.useProgram(this.program, frameState);
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* ```
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*
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* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
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@@ -564,8 +566,6 @@ class WebGLHelper extends Disposable {
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canvas.style.width = size[0] + 'px';
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canvas.style.height = size[1] + 'px';
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gl.useProgram(this.currentProgram_);
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// loop backwards in post processes list
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for (let i = this.postProcessPasses_.length - 1; i >= 0; i--) {
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this.postProcessPasses_[i].init(frameState);
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@@ -581,10 +581,6 @@ class WebGLHelper extends Disposable {
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gl.ONE,
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opt_disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA
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);
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gl.useProgram(this.currentProgram_);
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this.applyFrameState(frameState);
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this.applyUniforms(frameState);
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}
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/**
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@@ -609,10 +605,6 @@ class WebGLHelper extends Disposable {
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gl.ONE,
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opt_disableAlphaBlend ? gl.ZERO : gl.ONE_MINUS_SRC_ALPHA
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);
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gl.useProgram(this.currentProgram_);
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this.applyFrameState(frameState);
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this.applyUniforms(frameState);
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}
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/**
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@@ -709,6 +701,7 @@ class WebGLHelper extends Disposable {
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DefaultUniform.RESOLUTION,
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frameState.viewState.resolution
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);
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this.setUniformFloatVec2(DefaultUniform.SIZE_PX, [size[0], size[1]]);
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}
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/**
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@@ -803,22 +796,20 @@ class WebGLHelper extends Disposable {
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}
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/**
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* Use a program. If the program is already in use, this will return `false`.
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* Set up a program for use. The program will be set as the current one. Then, the uniforms used
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* in the program will be set based on the current frame state and the helper configuration.
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* @param {WebGLProgram} program Program.
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* @return {boolean} Changed.
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* @param {import("../PluggableMap.js").FrameState} frameState Frame state.
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* @api
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*/
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useProgram(program) {
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if (program == this.currentProgram_) {
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return false;
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} else {
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const gl = this.getGL();
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gl.useProgram(program);
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this.currentProgram_ = program;
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this.uniformLocations_ = {};
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this.attribLocations_ = {};
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return true;
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}
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useProgram(program, frameState) {
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const gl = this.getGL();
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gl.useProgram(program);
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this.currentProgram_ = program;
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this.uniformLocations_ = {};
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this.attribLocations_ = {};
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this.applyFrameState(frameState);
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this.applyUniforms(frameState);
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}
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/**
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@@ -959,6 +950,15 @@ class WebGLHelper extends Disposable {
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this.getGL().uniform1f(this.getUniformLocation(uniform), value);
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}
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/**
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* Give a value for a vec2 uniform
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* @param {string} uniform Uniform name
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* @param {Array<number>} value Array of length 4.
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*/
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setUniformFloatVec2(uniform, value) {
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this.getGL().uniform2fv(this.getUniformLocation(uniform), value);
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}
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/**
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* Give a value for a vec4 uniform
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* @param {string} uniform Uniform name
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@@ -57,6 +57,15 @@ const INVALID_FRAGMENT_SHADER = `
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gl_FragColor = vec4(oops, 1.0, 1.0, 1.0);
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}`;
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const SAMPLE_FRAMESTATE = {
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size: [100, 150],
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viewState: {
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rotation: 0.4,
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resolution: 2,
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center: [10, 20],
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},
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};
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describe('ol/webgl/WebGLHelper', function () {
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let h;
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afterEach(function () {
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@@ -117,7 +126,10 @@ describe('ol/webgl/WebGLHelper', function () {
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u_test4: createTransform(),
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},
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});
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h.useProgram(h.getProgram(FRAGMENT_SHADER, VERTEX_SHADER));
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h.useProgram(
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h.getProgram(FRAGMENT_SHADER, VERTEX_SHADER),
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SAMPLE_FRAMESTATE
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);
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h.prepareDraw({
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pixelRatio: 2,
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size: [50, 80],
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@@ -164,7 +176,7 @@ describe('ol/webgl/WebGLHelper', function () {
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h = new WebGLHelper();
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p = h.getProgram(FRAGMENT_SHADER, VERTEX_SHADER);
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h.useProgram(p);
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h.useProgram(p, SAMPLE_FRAMESTATE);
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});
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it('has saved the program', function () {
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@@ -209,34 +221,30 @@ describe('ol/webgl/WebGLHelper', function () {
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});
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describe('#makeProjectionTransform', function () {
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let frameState;
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beforeEach(function () {
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h = new WebGLHelper();
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frameState = {
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size: [100, 150],
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viewState: {
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rotation: 0.4,
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resolution: 2,
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center: [10, 20],
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},
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};
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});
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it('gives out the correct transform', function () {
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const scaleX = 2 / frameState.size[0] / frameState.viewState.resolution;
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const scaleY = 2 / frameState.size[1] / frameState.viewState.resolution;
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const scaleX =
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2 /
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SAMPLE_FRAMESTATE.size[0] /
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SAMPLE_FRAMESTATE.viewState.resolution;
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const scaleY =
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2 /
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SAMPLE_FRAMESTATE.size[1] /
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SAMPLE_FRAMESTATE.viewState.resolution;
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const given = createTransform();
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const expected = createTransform();
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scaleTransform(expected, scaleX, scaleY);
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rotateTransform(expected, -frameState.viewState.rotation);
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rotateTransform(expected, -SAMPLE_FRAMESTATE.viewState.rotation);
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translateTransform(
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expected,
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-frameState.viewState.center[0],
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-frameState.viewState.center[1]
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-SAMPLE_FRAMESTATE.viewState.center[0],
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-SAMPLE_FRAMESTATE.viewState.center[1]
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);
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h.makeProjectionTransform(frameState, given);
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h.makeProjectionTransform(SAMPLE_FRAMESTATE, given);
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expect(given.map((val) => val.toFixed(15))).to.eql(
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expected.map((val) => val.toFixed(15))
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@@ -377,7 +385,8 @@ describe('ol/webgl/WebGLHelper', function () {
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void main(void) {
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gl_Position = vec4(u_test, attr3, 0.0, 1.0);
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}`
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)
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),
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SAMPLE_FRAMESTATE
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);
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});
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