// This file is automatically generated, do not edit. // Run `make shaders` to generate, and commit the result. import {DEBUG_WEBGL} from '../../index.js'; import _ol_webgl_Fragment_ from '../../webgl/Fragment.js'; import _ol_webgl_Vertex_ from '../../webgl/Vertex.js'; var _ol_renderer_webgl_defaultmapshader_ = {}; _ol_renderer_webgl_defaultmapshader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ? 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_texture, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n gl_FragColor.a = texColor.a * u_opacity;\n}\n' : 'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}'); _ol_renderer_webgl_defaultmapshader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n' : 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}'); export default _ol_renderer_webgl_defaultmapshader_;