// This file is automatically generated, do not edit goog.provide('ol.render.webgl.imagereplay.shader'); goog.require('ol.webgl.shader'); /** * @constructor * @extends {ol.webgl.shader.Fragment} * @struct */ ol.render.webgl.imagereplay.shader.Fragment = function() { goog.base(this, ol.render.webgl.imagereplay.shader.Fragment.SOURCE); }; goog.inherits(ol.render.webgl.imagereplay.shader.Fragment, ol.webgl.shader.Fragment); goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Fragment); /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying float b;uniform sampler2D k;void main(void){vec4 texColor=texture2D(k,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Fragment.SOURCE = goog.DEBUG ? ol.render.webgl.imagereplay.shader.Fragment.DEBUG_SOURCE : ol.render.webgl.imagereplay.shader.Fragment.OPTIMIZED_SOURCE; /** * @constructor * @extends {ol.webgl.shader.Vertex} * @struct */ ol.render.webgl.imagereplay.shader.Vertex = function() { goog.base(this, ol.render.webgl.imagereplay.shader.Vertex.SOURCE); }; goog.inherits(ol.render.webgl.imagereplay.shader.Vertex, ol.webgl.shader.Vertex); goog.addSingletonGetter(ol.render.webgl.imagereplay.shader.Vertex); /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0., 0.);\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.,0.);gl_Position=h*vec4(c,0.,1.)+offsets;a=d;b=f;}'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.shader.Vertex.SOURCE = goog.DEBUG ? ol.render.webgl.imagereplay.shader.Vertex.DEBUG_SOURCE : ol.render.webgl.imagereplay.shader.Vertex.OPTIMIZED_SOURCE; /** * @constructor * @param {WebGLRenderingContext} gl GL. * @param {WebGLProgram} program Program. * @struct */ ol.render.webgl.imagereplay.shader.Locations = function(gl, program) { /** * @type {WebGLUniformLocation} */ this.u_image = gl.getUniformLocation( program, goog.DEBUG ? 'u_image' : 'k'); /** * @type {WebGLUniformLocation} */ this.u_offsetRotateMatrix = gl.getUniformLocation( program, goog.DEBUG ? 'u_offsetRotateMatrix' : 'j'); /** * @type {WebGLUniformLocation} */ this.u_offsetScaleMatrix = gl.getUniformLocation( program, goog.DEBUG ? 'u_offsetScaleMatrix' : 'i'); /** * @type {WebGLUniformLocation} */ this.u_projectionMatrix = gl.getUniformLocation( program, goog.DEBUG ? 'u_projectionMatrix' : 'h'); /** * @type {number} */ this.a_offsets = gl.getAttribLocation( program, goog.DEBUG ? 'a_offsets' : 'e'); /** * @type {number} */ this.a_opacity = gl.getAttribLocation( program, goog.DEBUG ? 'a_opacity' : 'f'); /** * @type {number} */ this.a_position = gl.getAttribLocation( program, goog.DEBUG ? 'a_position' : 'c'); /** * @type {number} */ this.a_rotateWithView = gl.getAttribLocation( program, goog.DEBUG ? 'a_rotateWithView' : 'g'); /** * @type {number} */ this.a_texCoord = gl.getAttribLocation( program, goog.DEBUG ? 'a_texCoord' : 'd'); };