Use automatically generated locations in WebGL tile layer renderer
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@@ -46,10 +46,7 @@ ol.renderer.webgl.TileLayer = function(mapRenderer, tileLayer) {
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/**
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/**
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* @private
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* @private
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* @type {{a_position: number,
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* @type {ol.renderer.webgl.tilelayer.shader.Locations}
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* a_texCoord: number,
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* u_tileOffset: WebGLUniformLocation,
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* u_texture: WebGLUniformLocation}|null}
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*/
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*/
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this.locations_ = null;
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this.locations_ = null;
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@@ -175,16 +172,8 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame =
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this.fragmentShader_, this.vertexShader_);
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this.fragmentShader_, this.vertexShader_);
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gl.useProgram(program);
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gl.useProgram(program);
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if (goog.isNull(this.locations_)) {
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if (goog.isNull(this.locations_)) {
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this.locations_ = {
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this.locations_ =
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a_position: gl.getAttribLocation(
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new ol.renderer.webgl.tilelayer.shader.Locations(gl, program);
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program, ol.renderer.webgl.tilelayer.shader.attribute.a_position),
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a_texCoord: gl.getAttribLocation(
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program, ol.renderer.webgl.tilelayer.shader.attribute.a_texCoord),
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u_tileOffset: gl.getUniformLocation(
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program, ol.renderer.webgl.tilelayer.shader.uniform.u_tileOffset),
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u_texture: gl.getUniformLocation(
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program, ol.renderer.webgl.tilelayer.shader.uniform.u_texture)
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};
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}
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}
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mapRenderer.bindBuffer(goog.webgl.ARRAY_BUFFER, this.arrayBuffer_);
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mapRenderer.bindBuffer(goog.webgl.ARRAY_BUFFER, this.arrayBuffer_);
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