// 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_tilelayershader_ = {}; _ol_renderer_webgl_tilelayershader_.fragment = new _ol_webgl_Fragment_(DEBUG_WEBGL ? 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform sampler2D u_texture;\n\nvoid main(void) {\n gl_FragColor = texture2D(u_texture, v_texCoord);\n}\n' : 'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}'); _ol_renderer_webgl_tilelayershader_.vertex = new _ol_webgl_Vertex_(DEBUG_WEBGL ? 'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nuniform vec4 u_tileOffset;\n\nvoid main(void) {\n gl_Position = vec4(a_position * u_tileOffset.xy + u_tileOffset.zw, 0., 1.);\n v_texCoord = a_texCoord;\n}\n\n\n' : 'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform vec4 d;void main(void){gl_Position=vec4(b*d.xy+d.zw,0.,1.);a=c;}'); export default _ol_renderer_webgl_tilelayershader_;