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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.renderer.webgl.tilelayershader'); goog.require('ol'); goog.require('ol.webgl.Fragment'); goog.require('ol.webgl.Vertex'); /** * @constructor * @extends {ol.webgl.Fragment} * @struct */ ol.renderer.webgl.tilelayershader.Fragment = function() { ol.webgl.Fragment.call(this, ol.renderer.webgl.tilelayershader.Fragment.SOURCE); }; ol.inherits(ol.renderer.webgl.tilelayershader.Fragment, ol.webgl.Fragment); /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Fragment.DEBUG_SOURCE = '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'; /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Fragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform sampler2D e;void main(void){gl_FragColor=texture2D(e,a);}'; /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Fragment.SOURCE = ol.DEBUG ? ol.renderer.webgl.tilelayershader.Fragment.DEBUG_SOURCE : ol.renderer.webgl.tilelayershader.Fragment.OPTIMIZED_SOURCE; ol.renderer.webgl.tilelayershader.fragment = new ol.renderer.webgl.tilelayershader.Fragment(); /** * @constructor * @extends {ol.webgl.Vertex} * @struct */ ol.renderer.webgl.tilelayershader.Vertex = function() { ol.webgl.Vertex.call(this, ol.renderer.webgl.tilelayershader.Vertex.SOURCE); }; ol.inherits(ol.renderer.webgl.tilelayershader.Vertex, ol.webgl.Vertex); /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Vertex.DEBUG_SOURCE = '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'; /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Vertex.OPTIMIZED_SOURCE = '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;}'; /** * @const * @type {string} */ ol.renderer.webgl.tilelayershader.Vertex.SOURCE = ol.DEBUG ? ol.renderer.webgl.tilelayershader.Vertex.DEBUG_SOURCE : ol.renderer.webgl.tilelayershader.Vertex.OPTIMIZED_SOURCE; ol.renderer.webgl.tilelayershader.vertex = new ol.renderer.webgl.tilelayershader.Vertex(); /** * @constructor * @param {WebGLRenderingContext} gl GL. * @param {WebGLProgram} program Program. * @struct */ ol.renderer.webgl.tilelayershader.Locations = function(gl, program) { /** * @type {WebGLUniformLocation} */ this.u_texture = gl.getUniformLocation( program, ol.DEBUG ? 'u_texture' : 'e'); /** * @type {WebGLUniformLocation} */ this.u_tileOffset = gl.getUniformLocation( program, ol.DEBUG ? 'u_tileOffset' : 'd'); /** * @type {number} */ this.a_position = gl.getAttribLocation( program, ol.DEBUG ? 'a_position' : 'b'); /** * @type {number} */ this.a_texCoord = gl.getAttribLocation( program, ol.DEBUG ? 'a_texCoord' : 'c'); };