openlayers
Version:
Build tools and sources for developing OpenLayers based mapping applications
151 lines (117 loc) • 5.12 kB
JavaScript
// 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');
};