# 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
    1×

    1×
    1×
    1×

    1×

    1×

     // 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;}');