// This file is automatically generated, do not edit goog.provide('{{namespace}}.shader'); goog.require('ol.webgl.shader'); /** * @constructor * @extends {ol.webgl.shader.Fragment} */ {{namespace}}.shader.Fragment = function() { goog.base(this, {{namespace}}.shader.Fragment.SOURCE); }; goog.inherits({{namespace}}.shader.Fragment, ol.webgl.shader.Fragment); goog.addSingletonGetter({{namespace}}.shader.Fragment); /** * @const * @type {string} */ {{namespace}}.shader.Fragment.DEBUG_SOURCE = 'precision mediump float;\n{{getOriginalFragmentSource}}'; /** * @const * @type {string} */ {{namespace}}.shader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;{{getFragmentSource}}'; /** * @const * @type {string} */ {{namespace}}.shader.Fragment.SOURCE = goog.DEBUG ? {{namespace}}.shader.Fragment.DEBUG_SOURCE : {{namespace}}.shader.Fragment.OPTIMIZED_SOURCE; /** * @constructor * @extends {ol.webgl.shader.Vertex} */ {{namespace}}.shader.Vertex = function() { goog.base(this, {{namespace}}.shader.Vertex.SOURCE); }; goog.inherits({{namespace}}.shader.Vertex, ol.webgl.shader.Vertex); goog.addSingletonGetter({{namespace}}.shader.Vertex); /** * @const * @type {string} */ {{namespace}}.shader.Vertex.DEBUG_SOURCE = '{{getOriginalVertexSource}}'; /** * @const * @type {string} */ {{namespace}}.shader.Vertex.OPTIMIZED_SOURCE = '{{getVertexSource}}'; /** * @const * @type {string} */ {{namespace}}.shader.Vertex.SOURCE = goog.DEBUG ? {{namespace}}.shader.Vertex.DEBUG_SOURCE : {{namespace}}.shader.Vertex.OPTIMIZED_SOURCE; /** * @constructor */ {{namespace}}.shader.uniform = function() {}; {{#getUniforms}} /** * @const * @type {string} */ {{namespace}}.shader.uniform.{{originalName}} = goog.DEBUG ? '{{originalName}}' : '{{shortName}}'; {{/getUniforms}} /** * @constructor */ {{namespace}}.shader.attribute = function() {}; {{#getAttributes}} /** * @const * @type {string} */ {{namespace}}.shader.attribute.{{originalName}} = goog.DEBUG ? '{{originalName}}' : '{{shortName}}'; {{/getAttributes}}