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Website updates
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6 files changed

+14
-11
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dist/en/main/examples/common.js

+1-1
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dist/en/main/examples/common.js.map

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dist/en/main/ol/dist/ol.js

+1-1
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dist/en/main/ol/dist/ol.js.map

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dist/en/main/ol/render/webgl/ShaderBuilder.d.ts.map

+1-1
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dist/en/main/ol/render/webgl/ShaderBuilder.js

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@@ -505,8 +505,7 @@ void main(void) {
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} else {
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offsetPx += halfSizePx * vec2(-1., 1.);
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}
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float angle = ${this.symbolRotationExpression_};
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${this.symbolRotateWithView_ ? 'angle += u_rotation;' : ''}
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float angle = ${this.symbolRotationExpression_}${this.symbolRotateWithView_ ? ' + u_rotation' : ''};
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float c = cos(-angle);
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float s = sin(-angle);
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offsetPx = vec2(c * offsetPx.x - s * offsetPx.y, s * offsetPx.x + c * offsetPx.y);
@@ -520,7 +519,7 @@ void main(void) {
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v_angle = angle;
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c = cos(-v_angle);
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s = sin(-v_angle);
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centerOffsetPx = vec2(c * centerOffsetPx.x - s * centerOffsetPx.y, s * centerOffsetPx.x + c * centerOffsetPx.y);
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centerOffsetPx = vec2(c * centerOffsetPx.x - s * centerOffsetPx.y, s * centerOffsetPx.x + c * centerOffsetPx.y);
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v_centerPx = screenToPx(center.xy) + centerOffsetPx;
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${this.attributes_
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.map(
@@ -662,7 +661,7 @@ void main(void) {
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vec2 normalPx = vec2(-tangentPx.y, tangentPx.x);
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segmentStartPx = getOffsetPoint(segmentStartPx, normalPx, v_angleStart, lineOffsetPx),
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segmentEndPx = getOffsetPoint(segmentEndPx, normalPx, v_angleEnd, lineOffsetPx);
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// compute current vertex position
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float normalDir = vertexNumber < 0.5 || (vertexNumber > 1.5 && vertexNumber < 2.5) ? 1.0 : -1.0;
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float tangentDir = vertexNumber < 1.5 ? 1.0 : -1.0;
@@ -820,7 +819,7 @@ ${this.attributes_
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` ${attribute.varyingType} ${attribute.name} = ${attribute.varyingName}; // assign to original attribute name`,
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)
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.join('\n')}
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vec2 currentPoint = gl_FragCoord.xy / u_pixelRatio;
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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vec2 worldPos = pxToWorld(currentPoint);
@@ -844,7 +843,11 @@ ${this.attributes_
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float currentLengthPx = lengthToPoint + v_distanceOffsetPx;
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float currentRadiusPx = distanceFromSegment(currentPoint, v_segmentStart, v_segmentEnd);
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float currentRadiusRatio = dot(segmentNormal, startToPoint) * 2. / v_width;
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currentLineMetric = mix(v_measureStart, v_measureEnd, lengthToPoint / segmentLength);
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currentLineMetric = mix(
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v_measureStart,
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v_measureEnd,
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lengthToPoint / max(segmentLength, 1.17549429e-38)
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);
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if (${this.discardExpression_}) { discard; }
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