Merge pull request #9390 from jahow/add-webgl-filtering
Add a new WebGL example for filtering features
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---
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layout: example.html
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title: Filtering features with WebGL
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shortdesc: Using WebGL to filter large quantities of features
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docs: >
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This example shows how to use `ol/renderer/webgl/PointsLayer` to dynamically filter a large amount
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of point geometries. The above map is based on a dataset from the NASA containing 45k recorded meteorite
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landing sites. Each meteorite is marked by a circle on the map (the bigger the circle, the heavier
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the object). A pulse effect has been added, which is slightly offset by the year of the impact.
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Adjusting the sliders causes the objects outside of the date range to be filtered out of the map. This is done using
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a custom fragment shader on the layer renderer, and by using the `v_opacity` attribute of the rendered objects
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to store the year of impact.
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tags: "webgl, icon, sprite, filter, feature"
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---
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<div id="map" class="map"></div>
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<form>
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<div id="status">Show impacts between <span class="min-year"></span> and <span class="max-year"></span></div>
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<label>Minimum year:</label>
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<input id="min-year" type="range" min="1850" max="2015" step="1" value="1850"/>
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<label>Maximum year:</label>
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<input id="max-year" type="range" min="1850" max="2015" step="1" value="2015"/>
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</form>
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@@ -0,0 +1,162 @@
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import Map from '../src/ol/Map.js';
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import View from '../src/ol/View.js';
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import TileLayer from '../src/ol/layer/Tile.js';
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import Feature from '../src/ol/Feature';
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import Point from '../src/ol/geom/Point';
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import VectorLayer from '../src/ol/layer/Vector';
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import {Vector} from '../src/ol/source';
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import {fromLonLat} from '../src/ol/proj';
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import WebGLPointsLayerRenderer from '../src/ol/renderer/webgl/PointsLayer';
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import {clamp, lerp} from '../src/ol/math';
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import Stamen from '../src/ol/source/Stamen';
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const features = [];
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const vectorSource = new Vector({
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features: [],
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attributions: 'NASA'
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});
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const oldColor = [180, 140, 140];
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const newColor = [255, 80, 80];
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const startTime = Date.now() * 0.001;
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// hanle input values & events
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const minYearInput = document.getElementById('min-year');
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const maxYearInput = document.getElementById('max-year');
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function updateStatusText() {
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const div = document.getElementById('status');
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div.querySelector('span.min-year').textContent = minYearInput.value;
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div.querySelector('span.max-year').textContent = maxYearInput.value;
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}
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minYearInput.addEventListener('input', updateStatusText);
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minYearInput.addEventListener('change', updateStatusText);
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maxYearInput.addEventListener('input', updateStatusText);
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maxYearInput.addEventListener('change', updateStatusText);
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updateStatusText();
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class WebglPointsLayer extends VectorLayer {
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createRenderer() {
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return new WebGLPointsLayerRenderer(this, {
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colorCallback: function(feature, vertex, component) {
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// component at index 3 is alpha
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if (component === 3) {
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return 1;
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}
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// color is interpolated based on year
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const ratio = clamp((feature.get('year') - 1800) / (2013 - 1800), 0, 1);
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return lerp(oldColor[component], newColor[component], ratio) / 255;
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},
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sizeCallback: function(feature) {
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return 18 * clamp(feature.get('mass') / 200000, 0, 1) + 8;
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},
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fragmentShader: [
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'precision mediump float;',
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'uniform float u_time;',
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'uniform float u_minYear;',
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'uniform float u_maxYear;',
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'varying vec2 v_texCoord;',
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'varying float v_opacity;',
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'varying vec4 v_color;',
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'void main(void) {',
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' float impactYear = v_opacity;',
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// filter out pixels if the year is outside of the given range
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' if (impactYear < u_minYear || v_opacity > u_maxYear) {',
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' discard;',
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' }',
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' vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);',
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' float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;',
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' float value = 2.0 * (1.0 - sqRadius);',
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' float alpha = smoothstep(0.0, 1.0, value);',
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' vec3 color = v_color.rgb;',
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' float period = 8.0;',
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' color.g *= 2.0 * (1.0 - sqrt(mod(u_time + impactYear * 0.025, period) / period));',
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' gl_FragColor = vec4(color, v_color.a);',
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' gl_FragColor.a *= alpha;',
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' gl_FragColor.rgb *= gl_FragColor.a;',
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'}'
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].join(' '),
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opacityCallback: function(feature) {
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// here the opacity channel of the vertices is used to store the year of impact
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return feature.get('year');
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},
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uniforms: {
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u_time: function() {
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return Date.now() * 0.001 - startTime;
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},
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u_minYear: function() {
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return parseInt(minYearInput.value);
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},
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u_maxYear: function() {
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return parseInt(maxYearInput.value);
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}
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}
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});
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}
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}
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function loadData() {
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const client = new XMLHttpRequest();
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client.open('GET', 'data/csv/meteorite_landings.csv');
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client.onload = function() {
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const csv = client.responseText;
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let curIndex;
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let prevIndex = 0;
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let line;
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while ((curIndex = csv.indexOf('\n', prevIndex)) > 0) {
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line = csv.substr(prevIndex, curIndex - prevIndex).split(',');
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prevIndex = curIndex + 1;
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// skip header
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if (prevIndex === 0) {
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continue;
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}
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const coords = fromLonLat([parseFloat(line[4]), parseFloat(line[3])]);
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features.push(new Feature({
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mass: parseFloat(line[1]) || 0,
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year: parseInt(line[2]) || 0,
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geometry: new Point(coords)
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}));
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}
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vectorSource.addFeatures(features);
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};
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client.send();
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}
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loadData();
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const map = new Map({
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layers: [
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new TileLayer({
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source: new Stamen({
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layer: 'toner'
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})
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}),
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new WebglPointsLayer({
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source: vectorSource
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})
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],
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target: document.getElementById('map'),
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view: new View({
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center: [0, 0],
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zoom: 2
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})
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});
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// animate the map
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function animate() {
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map.render();
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window.requestAnimationFrame(animate);
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}
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animate();
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@@ -238,7 +238,7 @@ class Heatmap extends VectorLayer {
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
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float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
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float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
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float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
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float alpha = smoothstep(0.0, 1.0, value) * v_opacity;
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gl_FragColor = vec4(1.0, 1.0, 1.0, alpha);
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gl_FragColor = vec4(alpha, alpha, alpha, alpha);
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}`,
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}`,
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uniforms: {
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uniforms: {
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u_size: function() {
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u_size: function() {
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@@ -110,8 +110,7 @@ const FRAGMENT_SHADER = `
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*
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*
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* The following uniform is used for the main texture: `u_texture`.
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* The following uniform is used for the main texture: `u_texture`.
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*
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*
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* Please note that the main shader output should have premultiplied alpha, otherwise the colors will be blended
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* Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
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* additively.
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*
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*
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* Points are rendered as quads with the following structure:
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* Points are rendered as quads with the following structure:
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*
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*
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@@ -323,6 +322,9 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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baseIndex + 1, baseIndex + 2, baseIndex + 3
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baseIndex + 1, baseIndex + 2, baseIndex + 3
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);
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);
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});
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});
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this.helper_.flushBufferData(ARRAY_BUFFER, this.verticesBuffer_);
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this.helper_.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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}
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}
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// write new data
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// write new data
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+36
-16
@@ -23,8 +23,8 @@ import {getContext} from '../webgl';
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/**
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/**
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* @typedef {Object} BufferCacheEntry
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* @typedef {Object} BufferCacheEntry
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* @property {import("./Buffer.js").default} buf
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* @property {import("./Buffer.js").default} buffer
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* @property {WebGLBuffer} buffer
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* @property {WebGLBuffer} webGlBuffer
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*/
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*/
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/**
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/**
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@@ -153,15 +153,24 @@ export const DefaultAttrib = {
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* ### Binding WebGL buffers and flushing data into them:
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* ### Binding WebGL buffers and flushing data into them:
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*
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*
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* Data that must be passed to the GPU has to be transferred using `WebGLArrayBuffer` objects.
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* Data that must be passed to the GPU has to be transferred using `WebGLArrayBuffer` objects.
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* A buffer has to be created only once, but must be bound everytime the data it holds is changed. Using `WebGLHelper.bindBuffer`
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* A buffer has to be created only once, but must be bound everytime the buffer content should be used for rendering.
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* will bind the buffer and flush the new data to the GPU.
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* This is done using `WebGLHelper.bindBuffer`.
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* When the buffer's array content has changed, the new data has to be flushed to the GPU memory; this is done using
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* `WebGLHelper.flushBufferData`. Note: this operation is expensive and should be done as infrequently as possible.
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*
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*
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* For now, the `WebGLHelper` class expects {@link module:ol/webgl/Buffer~WebGLArrayBuffer} objects.
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* When binding a `WebGLArrayBuffer`, a `target` parameter must be given: it should be either {@link module:ol/webgl~ARRAY_BUFFER}
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* (if the buffer contains vertices data) or {@link module:ol/webgl~ELEMENT_ARRAY_BUFFER} (if the buffer contains indices data).
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*
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* Examples below:
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* ```js
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* ```js
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* // at initialization phase
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* // at initialization phase
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* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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*
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*
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* // when array values have changed
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* this.context.flushBufferData(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.flushBufferData(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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*
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* // at rendering phase
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* // at rendering phase
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* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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* this.context.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
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@@ -342,24 +351,35 @@ class WebGLHelper extends Disposable {
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* Just bind the buffer if it's in the cache. Otherwise create
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* Just bind the buffer if it's in the cache. Otherwise create
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the WebGL buffer, bind it, populate it, and add an entry to
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* the cache.
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* the cache.
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* TODO: improve this, the logic is unclear: we want A/ to bind a buffer and B/ to flush data in it
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* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
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* @param {number} target Target.
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* @param {import("./Buffer").default} buffer Buffer.
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* @param {import("./Buffer").default} buf Buffer.
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* @api
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* @api
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*/
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*/
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bindBuffer(target, buf) {
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bindBuffer(target, buffer) {
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const gl = this.getGL();
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const gl = this.getGL();
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const arr = buf.getArray();
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const bufferKey = getUid(buffer);
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const bufferKey = getUid(buf);
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let bufferCache = this.bufferCache_[bufferKey];
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let bufferCache = this.bufferCache_[bufferKey];
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if (!bufferCache) {
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if (!bufferCache) {
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const buffer = gl.createBuffer();
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const webGlBuffer = gl.createBuffer();
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bufferCache = this.bufferCache_[bufferKey] = {
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bufferCache = this.bufferCache_[bufferKey] = {
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buf: buf,
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buffer: buffer,
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buffer: buffer
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webGlBuffer: webGlBuffer
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};
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};
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}
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}
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gl.bindBuffer(target, bufferCache.buffer);
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gl.bindBuffer(target, bufferCache.webGlBuffer);
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}
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/**
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* Update the data contained in the buffer array; this is required for the
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* new data to be rendered
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* @param {number} target Target, either ARRAY_BUFFER or ELEMENT_ARRAY_BUFFER.
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* @param {import("./Buffer").default} buffer Buffer.
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* @api
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*/
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flushBufferData(target, buffer) {
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const gl = this.getGL();
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const arr = buffer.getArray();
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this.bindBuffer(target, buffer);
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let /** @type {ArrayBufferView} */ arrayBuffer;
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let /** @type {ArrayBufferView} */ arrayBuffer;
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if (target == ARRAY_BUFFER) {
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if (target == ARRAY_BUFFER) {
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arrayBuffer = new Float32Array(arr);
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arrayBuffer = new Float32Array(arr);
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@@ -367,7 +387,7 @@ class WebGLHelper extends Disposable {
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arrayBuffer = this.hasOESElementIndexUint ?
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arrayBuffer = this.hasOESElementIndexUint ?
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new Uint32Array(arr) : new Uint16Array(arr);
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new Uint32Array(arr) : new Uint16Array(arr);
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}
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}
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gl.bufferData(target, arrayBuffer, buf.getUsage());
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gl.bufferData(target, arrayBuffer, buffer.getUsage());
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}
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}
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/**
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/**
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@@ -28,7 +28,6 @@ const DEFAULT_FRAGMENT_SHADER = `
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void main() {
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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gl_FragColor = texture2D(u_image, v_texCoord);
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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}
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`;
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`;
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@@ -59,6 +58,9 @@ const DEFAULT_FRAGMENT_SHADER = `
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* a pixel which is 100% red with an opacity of 50% must have a color of (r=0.5, g=0, b=0, a=0.5).
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* a pixel which is 100% red with an opacity of 50% must have a color of (r=0.5, g=0, b=0, a=0.5).
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* Failing to provide pixel colors with premultiplied alpha will result in render anomalies.
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* Failing to provide pixel colors with premultiplied alpha will result in render anomalies.
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*
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*
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* The default post-processing pass does *not* multiply color values with alpha value, it expects color values to be
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* premultiplied.
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*
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* Default shaders are shown hereafter:
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* Default shaders are shown hereafter:
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*
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*
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* * Vertex shader:
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* * Vertex shader:
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@@ -91,7 +93,6 @@ const DEFAULT_FRAGMENT_SHADER = `
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*
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*
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* void main() {
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* void main() {
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor.rgb *= gl_FragColor.a;
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* }
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* }
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* ```
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* ```
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*
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*
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Reference in New Issue
Block a user