// This file is automatically generated, do not edit goog.provide('{{namespace}}'); goog.require('ol'); goog.require('ol.webgl.Fragment'); goog.require('ol.webgl.Vertex'); if (ol.ENABLE_WEBGL) { /** * @constructor * @extends {ol.webgl.Fragment} * @struct */ {{className}}.Fragment = function() { ol.webgl.Fragment.call(this, {{className}}.Fragment.SOURCE); }; ol.inherits({{className}}.Fragment, ol.webgl.Fragment); /** * @const * @type {string} */ {{className}}.Fragment.DEBUG_SOURCE = 'precision mediump float;\n{{{getOriginalFragmentSource}}}'; /** * @const * @type {string} */ {{className}}.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;{{{getFragmentSource}}}'; /** * @const * @type {string} */ {{className}}.Fragment.SOURCE = ol.DEBUG_WEBGL ? {{className}}.Fragment.DEBUG_SOURCE : {{className}}.Fragment.OPTIMIZED_SOURCE; {{className}}.fragment = new {{className}}.Fragment(); /** * @constructor * @extends {ol.webgl.Vertex} * @struct */ {{className}}.Vertex = function() { ol.webgl.Vertex.call(this, {{className}}.Vertex.SOURCE); }; ol.inherits({{className}}.Vertex, ol.webgl.Vertex); /** * @const * @type {string} */ {{className}}.Vertex.DEBUG_SOURCE = '{{{getOriginalVertexSource}}}'; /** * @const * @type {string} */ {{className}}.Vertex.OPTIMIZED_SOURCE = '{{{getVertexSource}}}'; /** * @const * @type {string} */ {{className}}.Vertex.SOURCE = ol.DEBUG_WEBGL ? {{className}}.Vertex.DEBUG_SOURCE : {{className}}.Vertex.OPTIMIZED_SOURCE; {{className}}.vertex = new {{className}}.Vertex(); /** * @constructor * @param {WebGLRenderingContext} gl GL. * @param {WebGLProgram} program Program. * @struct */ {{namespace}}.Locations = function(gl, program) { {{#getUniforms}} /** * @type {WebGLUniformLocation} */ this.{{originalName}} = gl.getUniformLocation( program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}'); {{/getUniforms}} {{#getAttributes}} /** * @type {number} */ this.{{originalName}} = gl.getAttribLocation( program, ol.DEBUG_WEBGL ? '{{originalName}}' : '{{shortName}}'); {{/getAttributes}} }; }