# Code coverage report for ol/renderer/webgl/webglmapcolorshader.js

## Statements: 62.5% (15 / 24) Branches: 11.11% (2 / 18) Functions: 0% (0 / 3) Lines: 62.5% (15 / 24) Ignored: none

All files » ol/renderer/webgl/ » webglmapcolorshader.js

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     // This file is automatically generated, do not edit
    goog.provide('ol.renderer.webgl.map.shader.Color');

    goog.require('ol.webgl.shader');

    /**
     * @constructor
     * @extends {ol.webgl.shader.Fragment}
     * @struct
     */
    ol.renderer.webgl.map.shader.ColorFragment = function() {
      goog.base(this, ol.renderer.webgl.map.shader.ColorFragment.SOURCE);
    };
    goog.inherits(ol.renderer.webgl.map.shader.ColorFragment, ol.webgl.shader.Fragment);
    goog.addSingletonGetter(ol.renderer.webgl.map.shader.ColorFragment);

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorFragment.DEBUG_SOURCE = 'precision mediump float;\nvarying vec2 v_texCoord;\n\n\n// @see https://svn.webkit.org/repository/webkit/trunk/Source/WebCore/platform/graphics/filters/skia/SkiaImageFilterBuilder.cpp\nuniform mat4 u_colorMatrix;\nuniform float u_opacity;\nuniform sampler2D u_texture;\n\nvoid main(void) {\n  vec4 texColor = texture2D(u_texture, v_texCoord);\n  gl_FragColor.rgb = (u_colorMatrix * vec4(texColor.rgb, 1.)).rgb;\n  gl_FragColor.a = texColor.a * u_opacity;\n}\n';

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorFragment.OPTIMIZED_SOURCE = 'precision mediump float;varying vec2 a;uniform mat4 f;uniform float g;uniform sampler2D h;void main(void){vec4 texColor=texture2D(h,a);gl_FragColor.rgb=(f*vec4(texColor.rgb,1.)).rgb;gl_FragColor.a=texColor.a*g;}';

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorFragment.SOURCE = goog.DEBUG ?
        ol.renderer.webgl.map.shader.ColorFragment.DEBUG_SOURCE :
        ol.renderer.webgl.map.shader.ColorFragment.OPTIMIZED_SOURCE;

    /**
     * @constructor
     * @extends {ol.webgl.shader.Vertex}
     * @struct
     */
    ol.renderer.webgl.map.shader.ColorVertex = function() {
      goog.base(this, ol.renderer.webgl.map.shader.ColorVertex.SOURCE);
    };
    goog.inherits(ol.renderer.webgl.map.shader.ColorVertex, ol.webgl.shader.Vertex);
    goog.addSingletonGetter(ol.renderer.webgl.map.shader.ColorVertex);

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorVertex.DEBUG_SOURCE = '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';

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorVertex.OPTIMIZED_SOURCE = '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;}';

    /**
     * @const
     * @type {string}
     */
    ol.renderer.webgl.map.shader.ColorVertex.SOURCE = goog.DEBUG ?
        ol.renderer.webgl.map.shader.ColorVertex.DEBUG_SOURCE :
        ol.renderer.webgl.map.shader.ColorVertex.OPTIMIZED_SOURCE;

    /**
     * @constructor
     * @param {WebGLRenderingContext} gl GL.
     * @param {WebGLProgram} program Program.
     * @struct
     */
    ol.renderer.webgl.map.shader.Color.Locations = function(gl, program) {

      /**
       * @type {WebGLUniformLocation}
       */
      this.u_colorMatrix = gl.getUniformLocation(
          program, goog.DEBUG ? 'u_colorMatrix' : 'f');

      /**
       * @type {WebGLUniformLocation}
       */
      this.u_opacity = gl.getUniformLocation(
          program, goog.DEBUG ? 'u_opacity' : 'g');

      /**
       * @type {WebGLUniformLocation}
       */
      this.u_projectionMatrix = gl.getUniformLocation(
          program, goog.DEBUG ? 'u_projectionMatrix' : 'e');

      /**
       * @type {WebGLUniformLocation}
       */
      this.u_texCoordMatrix = gl.getUniformLocation(
          program, goog.DEBUG ? 'u_texCoordMatrix' : 'd');

      /**
       * @type {WebGLUniformLocation}
       */
      this.u_texture = gl.getUniformLocation(
          program, goog.DEBUG ? 'u_texture' : 'h');

      /**
       * @type {number}
       */
      this.a_position = gl.getAttribLocation(
          program, goog.DEBUG ? 'a_position' : 'b');

      /**
       * @type {number}
       */
      this.a_texCoord = gl.getAttribLocation(
          program, goog.DEBUG ? 'a_texCoord' : 'c');
    };