# all files / ol/render/webgl/texturereplay/ defaultshader.js

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     // This file is automatically generated, do not edit
    goog.provide('ol.render.webgl.texturereplay.defaultshader');

    goog.require('ol');
    goog.require('ol.webgl.Fragment');
    goog.require('ol.webgl.Vertex');

    ol.render.webgl.texturereplay.defaultshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
      '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' :
      '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;}');

    ol.render.webgl.texturereplay.defaultshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
      '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' :
      '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;}');