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openlayers

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Build tools and sources for developing OpenLayers based mapping applications

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// This file is automatically generated, do not edit goog.provide('ol.render.webgl.imagereplay.defaultshader'); goog.require('ol'); goog.require('ol.webgl.Fragment'); goog.require('ol.webgl.Vertex'); /** * @constructor * @extends {ol.webgl.Fragment} * @struct */ ol.render.webgl.imagereplay.defaultshader.Fragment = function() { ol.webgl.Fragment.call(this, ol.render.webgl.imagereplay.defaultshader.Fragment.SOURCE); }; ol.inherits(ol.render.webgl.imagereplay.defaultshader.Fragment, ol.webgl.Fragment); /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Fragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\nvarying float v_opacity;\n\nuniform float u_opacity;\nuniform sampler2D u_image;\n\nvoid main(void) {\n vec4 texColor = texture2D(u_image, v_texCoord);\n gl_FragColor.rgb = texColor.rgb;\n float alpha = texColor.a * v_opacity * u_opacity;\n if (alpha == 0.0) {\n discard;\n }\n gl_FragColor.a = alpha;\n}\n'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;varying float b;uniform float k;uniform sampler2D l;void main(void){vec4 texColor=texture2D(l,a);gl_FragColor.rgb=texColor.rgb;float alpha=texColor.a*b*k;if(alpha==0.0){discard;}gl_FragColor.a=alpha;}'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Fragment.SOURCE = ol.DEBUG ? ol.render.webgl.imagereplay.defaultshader.Fragment.DEBUG_SOURCE : ol.render.webgl.imagereplay.defaultshader.Fragment.OPTIMIZED_SOURCE; ol.render.webgl.imagereplay.defaultshader.fragment = new ol.render.webgl.imagereplay.defaultshader.Fragment(); /** * @constructor * @extends {ol.webgl.Vertex} * @struct */ ol.render.webgl.imagereplay.defaultshader.Vertex = function() { ol.webgl.Vertex.call(this, ol.render.webgl.imagereplay.defaultshader.Vertex.SOURCE); }; ol.inherits(ol.render.webgl.imagereplay.defaultshader.Vertex, ol.webgl.Vertex); /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE = 'varying vec2 v_texCoord;\nvarying float v_opacity;\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec2 a_offsets;\nattribute float a_opacity;\nattribute float a_rotateWithView;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\n\nvoid main(void) {\n mat4 offsetMatrix = u_offsetScaleMatrix;\n if (a_rotateWithView == 1.0) {\n offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n }\n vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);\n gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;\n v_texCoord = a_texCoord;\n v_opacity = a_opacity;\n}\n\n\n'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE = 'varying vec2 a;varying float b;attribute vec2 c;attribute vec2 d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;void main(void){mat4 offsetMatrix=i;if(g==1.0){offsetMatrix=i*j;}vec4 offsets=offsetMatrix*vec4(e,0.0,0.0);gl_Position=h*vec4(c,0.0,1.0)+offsets;a=d;b=f;}'; /** * @const * @type {string} */ ol.render.webgl.imagereplay.defaultshader.Vertex.SOURCE = ol.DEBUG ? ol.render.webgl.imagereplay.defaultshader.Vertex.DEBUG_SOURCE : ol.render.webgl.imagereplay.defaultshader.Vertex.OPTIMIZED_SOURCE; ol.render.webgl.imagereplay.defaultshader.vertex = new ol.render.webgl.imagereplay.defaultshader.Vertex(); /** * @constructor * @param {WebGLRenderingContext} gl GL. * @param {WebGLProgram} program Program. * @struct */ ol.render.webgl.imagereplay.defaultshader.Locations = function(gl, program) { /** * @type {WebGLUniformLocation} */ this.u_image = gl.getUniformLocation( program, ol.DEBUG ? 'u_image' : 'l'); /** * @type {WebGLUniformLocation} */ this.u_offsetRotateMatrix = gl.getUniformLocation( program, ol.DEBUG ? 'u_offsetRotateMatrix' : 'j'); /** * @type {WebGLUniformLocation} */ this.u_offsetScaleMatrix = gl.getUniformLocation( program, ol.DEBUG ? 'u_offsetScaleMatrix' : 'i'); /** * @type {WebGLUniformLocation} */ this.u_opacity = gl.getUniformLocation( program, ol.DEBUG ? 'u_opacity' : 'k'); /** * @type {WebGLUniformLocation} */ this.u_projectionMatrix = gl.getUniformLocation( program, ol.DEBUG ? 'u_projectionMatrix' : 'h'); /** * @type {number} */ this.a_offsets = gl.getAttribLocation( program, ol.DEBUG ? 'a_offsets' : 'e'); /** * @type {number} */ this.a_opacity = gl.getAttribLocation( program, ol.DEBUG ? 'a_opacity' : 'f'); /** * @type {number} */ this.a_position = gl.getAttribLocation( program, ol.DEBUG ? 'a_position' : 'c'); /** * @type {number} */ this.a_rotateWithView = gl.getAttribLocation( program, ol.DEBUG ? 'a_rotateWithView' : 'g'); /** * @type {number} */ this.a_texCoord = gl.getAttribLocation( program, ol.DEBUG ? 'a_texCoord' : 'd'); };