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@allmaps/render

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Render functions for WebGL and image buffers

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var vertex_shader_default = "#version 300 es\n\nprecision highp float;\n\nfloat easing(float t) {\n return t;\n\n \n \n}\n\nuniform mat4 u_renderHomogeneousTransform;\nuniform float u_animationProgress;\n\nin vec2 a_resourceTrianglePoint;\nin vec2 a_clipPreviousTrianglePoint;\nin vec2 a_clipTrianglePoint;\nin float a_previousTrianglePointDistortion;\nin float a_trianglePointDistortion;\nin float a_trianglePointIndex;\n\nout vec2 v_resourceTrianglePoint;\nout float v_trianglePointDistortion;\nout float v_trianglePointIndex;\nout vec4 v_trianglePointBarycentric;\n\nvoid main() {\n \n vec2 clipTrianglePoint = mix(a_clipPreviousTrianglePoint, a_clipTrianglePoint, easing(u_animationProgress));\n float trianglePointDistortion = mix(a_previousTrianglePointDistortion, a_trianglePointDistortion, easing(u_animationProgress));\n\n \n \n \n\n gl_Position = u_renderHomogeneousTransform * vec4(clipTrianglePoint, 0.0f, 1.0f);\n\n \n v_resourceTrianglePoint = a_resourceTrianglePoint;\n v_trianglePointDistortion = trianglePointDistortion;\n v_trianglePointIndex = a_trianglePointIndex;\n\n float trianglePointLocalIndex = mod(a_trianglePointIndex, 3.0f);\n if(trianglePointLocalIndex == 0.0f)\n v_trianglePointBarycentric = vec4(1.0f, 0, 0, 1.0f);\n if(trianglePointLocalIndex == 1.0f)\n v_trianglePointBarycentric = vec4(0.0f, 1.0f, 0, 1.0f);\n if(trianglePointLocalIndex == 2.0f)\n v_trianglePointBarycentric = vec4(0.0f, 0, 1.0f, 1.0f);\n}"; export { vertex_shader_default as default }; //# sourceMappingURL=vertex-shader.glsl.js.map