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

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

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

    ol.render.webgl.circlereplay.defaultshader.fragment = new ol.webgl.Fragment(ol.DEBUG_WEBGL ?
      'precision mediump float;\nvarying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\n\nuniform float u_opacity;\nuniform vec4 u_fillColor;\nuniform vec4 u_strokeColor;\nuniform vec2 u_size;\n\nvoid main(void) {\n  vec2 windowCenter = vec2((v_center.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n      (v_center.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n  vec2 windowOffset = vec2((v_offset.x + 1.0) / 2.0 * u_size.x * v_pixelRatio,\n      (v_offset.y + 1.0) / 2.0 * u_size.y * v_pixelRatio);\n  float radius = length(windowCenter - windowOffset);\n  float dist = length(windowCenter - gl_FragCoord.xy);\n  if (dist > radius + v_halfWidth) {\n    if (u_strokeColor.a == 0.0) {\n      gl_FragColor = u_fillColor;\n    } else {\n      gl_FragColor = u_strokeColor;\n    }\n    gl_FragColor.a = gl_FragColor.a - (dist - (radius + v_halfWidth));\n  } else if (u_fillColor.a == 0.0) {\n    // Hooray, no fill, just stroke. We can use real antialiasing.\n    gl_FragColor = u_strokeColor;\n    if (dist < radius - v_halfWidth) {\n      gl_FragColor.a = gl_FragColor.a - (radius - v_halfWidth - dist);\n    }\n  } else {\n    gl_FragColor = u_fillColor;\n    float strokeDist = radius - v_halfWidth;\n    float antialias = 2.0 * v_pixelRatio;\n    if (dist > strokeDist) {\n      gl_FragColor = u_strokeColor;\n    } else if (dist >= strokeDist - antialias) {\n      float step = smoothstep(strokeDist - antialias, strokeDist, dist);\n      gl_FragColor = mix(u_fillColor, u_strokeColor, step);\n    }\n  }\n  gl_FragColor.a = gl_FragColor.a * u_opacity;\n  if (gl_FragColor.a <= 0.0) {\n    discard;\n  }\n}\n' :
      'precision mediump float;varying vec2 a;varying vec2 b;varying float c;varying float d;uniform float m;uniform vec4 n;uniform vec4 o;uniform vec2 p;void main(void){vec2 windowCenter=vec2((a.x+1.0)/2.0*p.x*d,(a.y+1.0)/2.0*p.y*d);vec2 windowOffset=vec2((b.x+1.0)/2.0*p.x*d,(b.y+1.0)/2.0*p.y*d);float radius=length(windowCenter-windowOffset);float dist=length(windowCenter-gl_FragCoord.xy);if(dist>radius+c){if(o.a==0.0){gl_FragColor=n;}else{gl_FragColor=o;}gl_FragColor.a=gl_FragColor.a-(dist-(radius+c));}else if(n.a==0.0){gl_FragColor=o;if(dist<radius-c){gl_FragColor.a=gl_FragColor.a-(radius-c-dist);}} else{gl_FragColor=n;float strokeDist=radius-c;float antialias=2.0*d;if(dist>strokeDist){gl_FragColor=o;}else if(dist>=strokeDist-antialias){float step=smoothstep(strokeDist-antialias,strokeDist,dist);gl_FragColor=mix(n,o,step);}} gl_FragColor.a=gl_FragColor.a*m;if(gl_FragColor.a<=0.0){discard;}}');

    ol.render.webgl.circlereplay.defaultshader.vertex = new ol.webgl.Vertex(ol.DEBUG_WEBGL ?
      'varying vec2 v_center;\nvarying vec2 v_offset;\nvarying float v_halfWidth;\nvarying float v_pixelRatio;\n\n\nattribute vec2 a_position;\nattribute float a_instruction;\nattribute float a_radius;\n\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_offsetScaleMatrix;\nuniform mat4 u_offsetRotateMatrix;\nuniform float u_lineWidth;\nuniform float u_pixelRatio;\n\nvoid main(void) {\n  mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix;\n  v_center = vec4(u_projectionMatrix * vec4(a_position, 0.0, 1.0)).xy;\n  v_pixelRatio = u_pixelRatio;\n  float lineWidth = u_lineWidth * u_pixelRatio;\n  v_halfWidth = lineWidth / 2.0;\n  if (lineWidth == 0.0) {\n    lineWidth = 2.0 * u_pixelRatio;\n  }\n  vec2 offset;\n  // Radius with anitaliasing (roughly).\n  float radius = a_radius + 3.0 * u_pixelRatio;\n  // Until we get gl_VertexID in WebGL, we store an instruction.\n  if (a_instruction == 0.0) {\n    // Offsetting the edges of the triangle by lineWidth / 2 is necessary, however\n    // we should also leave some space for the antialiasing, thus we offset by lineWidth.\n    offset = vec2(-1.0, 1.0);\n  } else if (a_instruction == 1.0) {\n    offset = vec2(-1.0, -1.0);\n  } else if (a_instruction == 2.0) {\n    offset = vec2(1.0, -1.0);\n  } else {\n    offset = vec2(1.0, 1.0);\n  }\n\n  gl_Position = u_projectionMatrix * vec4(a_position + offset * radius, 0.0, 1.0) +\n      offsetMatrix * vec4(offset * lineWidth, 0.0, 0.0);\n  v_offset = vec4(u_projectionMatrix * vec4(a_position.x + a_radius, a_position.y,\n      0.0, 1.0)).xy;\n\n  if (distance(v_center, v_offset) > 20000.0) {\n    gl_Position = vec4(v_center, 0.0, 1.0);\n  }\n}\n\n\n' :
      'varying vec2 a;varying vec2 b;varying float c;varying float d;attribute vec2 e;attribute float f;attribute float g;uniform mat4 h;uniform mat4 i;uniform mat4 j;uniform float k;uniform float l;void main(void){mat4 offsetMatrix=i*j;a=vec4(h*vec4(e,0.0,1.0)).xy;d=l;float lineWidth=k*l;c=lineWidth/2.0;if(lineWidth==0.0){lineWidth=2.0*l;}vec2 offset;float radius=g+3.0*l;//Until we get gl_VertexID in WebGL,we store an instruction.if(f==0.0){//Offsetting the edges of the triangle by lineWidth/2 is necessary,however//we should also leave some space for the antialiasing,thus we offset by lineWidth.offset=vec2(-1.0,1.0);}else if(f==1.0){offset=vec2(-1.0,-1.0);}else if(f==2.0){offset=vec2(1.0,-1.0);}else{offset=vec2(1.0,1.0);}gl_Position=h*vec4(e+offset*radius,0.0,1.0)+offsetMatrix*vec4(offset*lineWidth,0.0,0.0);b=vec4(h*vec4(e.x+g,e.y,0.0,1.0)).xy;if(distance(a,b)>20000.0){gl_Position=vec4(a,0.0,1.0);}}');