all files / ol/renderer/webgl/ defaultmapshader.js

100% Statements 6/6
50% Branches 2/4
100% Functions 0/0
100% Lines 6/6
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16                   
// This file is automatically generated, do not edit
goog.provide('ol.renderer.webgl.defaultmapshader');
 
goog.require('ol');
goog.require('ol.webgl.Fragment');
goog.require('ol.webgl.Vertex');
 
 
ol.renderer.webgl.defaultmapshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
  'precision mediump float;\nvarying vec2 v_texCoord;\n\n\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n  vec4 texColor = texture2D(u_texture, v_texCoord);\n  gl_FragColor.rgb = texColor.rgb;\n  gl_FragColor.a = texColor.a * u_opacity;\n}\n' :
  'precision mediump float;varying vec2 a;uniform float f;uniform sampler2D g;void main(void){vec4 texColor=texture2D(g,a);gl_FragColor.rgb=texColor.rgb;gl_FragColor.a=texColor.a*f;}');
 
ol.renderer.webgl.defaultmapshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
  'varying vec2 v_texCoord;\n\n\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\n\nuniform mat4 u_texCoordMatrix;\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n  gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n  v_texCoord = (u_texCoordMatrix * vec4(a_texCoord, 0., 1.)).st;\n}\n\n\n' :
  'varying vec2 a;attribute vec2 b;attribute vec2 c;uniform mat4 d;uniform mat4 e;void main(void){gl_Position=e*vec4(b,0.,1.);a=(d*vec4(c,0.,1.)).st;}');