jpeg pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=efecbef773633653949e824d6a3a37576c191bd7

commit efecbef773633653949e824d6a3a37576c191bd7
Author: Dmytro Dadyka <d.dad...@gmail.com>
Date:   Wed Mar 25 16:07:49 2015 -0700

    [Evas: Evas_3D] Improve shaders math
    
    Reviewers: cedric, jpeg
    
    Subscribers: cedric
    
    Differential Revision: https://phab.enlightenment.org/D2244
    
    On many platforms the built-in mix(x, y, a) function faster
    than its equivalent x * a + y * (1 - a)
---
 .../gl_common/shader_3d/evas_gl_3d_shaders.x       | 106 +++++++++------------
 .../evas/engines/gl_common/shader_3d/include.shd   |  13 +--
 2 files changed, 49 insertions(+), 70 deletions(-)

diff --git a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x 
b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
index f5b42e0..eaf7ece 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
@@ -26,8 +26,7 @@ static const char const vertex_color_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -95,8 +94,7 @@ static const char const diffuse_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -104,8 +102,7 @@ static const char const diffuse_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
@@ -142,8 +139,8 @@ static const char const diffuse_frag_glsl[] =
    "   vec4  color;\n"
    "   \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight 
+\n"
-   "   texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
uTextureDiffuseWeight);\n"
+   "   color = mix(texture2D(uTextureDiffuse1, vTexCoord),\n"
+   "               texture2D(uTextureDiffuse0, vTexCoord), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
@@ -259,8 +256,7 @@ static const char const flat_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -268,16 +264,14 @@ static const char const flat_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "   #ifdef VERTEX_NORMAL_BLEND\n"
-   "   vec3 normal = aNormal0.xyz * uNormalWeight +\n"
-   "   aNormal1.xyz * (1.0 - uNormalWeight);\n"
+   "   vec3 normal = mix(aNormal1.xyz, aNormal0.xyz, uNormalWeight);\n"
    "#else\n"
    "#ifdef VERTEX_NORMAL\n"
    "   vec3 normal = aNormal0.xyz;\n"
    "#endif //VERTEX_NORMAL\n"
    "#endif //VERTEX_NORMAL_BLEND\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
@@ -369,8 +363,8 @@ static const char const flat_frag_glsl[] =
    "#ifdef DIFFUSE\n"
    "   \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight 
+\n"
-   "   texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
uTextureDiffuseWeight);\n"
+   "   color = mix(texture2D(uTextureDiffuse1, vTexCoord),\n"
+   "               texture2D(uTextureDiffuse0, vTexCoord), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
@@ -386,8 +380,8 @@ static const char const flat_frag_glsl[] =
    "#ifdef SPECULAR\n"
    "   \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureSpecular0, vTexCoord) * 
uTextureSpecularWeight +\n"
-   "   texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
uTextureSpecularWeight);\n"
+   "   color = mix(texture2D(uTextureSpecular1, vTexCoord),\n"
+   "               texture2D(uTextureSpecular0, vTexCoord), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
@@ -404,8 +398,8 @@ static const char const flat_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "   \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight 
+\n"
-   "   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - 
uTextureAmbientWeight);\n"
+   "   color = mix(texture2D(uTextureAmbient1, vTexCoord),\n"
+   "               texture2D(uTextureAmbient0, vTexCoord), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
@@ -419,8 +413,8 @@ static const char const flat_frag_glsl[] =
    "#ifdef  EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureEmission0, vTexCoord) * 
uTextureEmissionWeight +\n"
-   "   texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
uTextureEmissionWeight);\n"
+   "   color = mix(texture2D(uTextureEmission1, vTexCoord),\n"
+   "               texture2D(uTextureEmission0, vTexCoord), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
@@ -511,8 +505,7 @@ static const char const phong_vert_glsl[] =
    "}\n"
    "void main() {\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -520,16 +513,14 @@ static const char const phong_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "   #ifdef VERTEX_NORMAL_BLEND\n"
-   "   vec3 normal = aNormal0.xyz * uNormalWeight +\n"
-   "   aNormal1.xyz * (1.0 - uNormalWeight);\n"
+   "   vec3 normal = mix(aNormal1.xyz, aNormal0.xyz, uNormalWeight);\n"
    "#else\n"
    "#ifdef VERTEX_NORMAL\n"
    "   vec3 normal = aNormal0.xyz;\n"
    "#endif //VERTEX_NORMAL\n"
    "#endif //VERTEX_NORMAL_BLEND\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
@@ -644,8 +635,8 @@ static const char const phong_frag_glsl[] =
    "#ifdef  DIFFUSE\n"
    "        \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight 
+\n"
-   "   texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
uTextureDiffuseWeight);\n"
+   "   color = mix(texture2D(uTextureDiffuse1, vTexCoord),\n"
+   "               texture2D(uTextureDiffuse0, vTexCoord), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
@@ -666,8 +657,8 @@ static const char const phong_frag_glsl[] =
    "             factor = pow(factor, uMaterialShininess);\n"
    "             \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureSpecular0, vTexCoord) * 
uTextureSpecularWeight +\n"
-   "   texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
uTextureSpecularWeight);\n"
+   "   color = mix(texture2D(uTextureSpecular1, vTexCoord),\n"
+   "               texture2D(uTextureSpecular0, vTexCoord), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
@@ -688,8 +679,8 @@ static const char const phong_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "   \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight 
+\n"
-   "   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - 
uTextureAmbientWeight);\n"
+   "   color = mix(texture2D(uTextureAmbient1, vTexCoord),\n"
+   "               texture2D(uTextureAmbient0, vTexCoord), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
@@ -708,8 +699,8 @@ static const char const phong_frag_glsl[] =
    "#ifdef  EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureEmission0, vTexCoord) * 
uTextureEmissionWeight +\n"
-   "   texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
uTextureEmissionWeight);\n"
+   "   color = mix(texture2D(uTextureEmission1, vTexCoord),\n"
+   "               texture2D(uTextureEmission0, vTexCoord), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
@@ -846,8 +837,7 @@ static const char const normal_map_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -855,8 +845,7 @@ static const char const normal_map_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "   #ifdef VERTEX_NORMAL_BLEND\n"
-   "   vec3 normal = aNormal0.xyz * uNormalWeight +\n"
-   "   aNormal1.xyz * (1.0 - uNormalWeight);\n"
+   "   vec3 normal = mix(aNormal1.xyz, aNormal0.xyz, uNormalWeight);\n"
    "#else\n"
    "#ifdef VERTEX_NORMAL\n"
    "   vec3 normal = aNormal0.xyz;\n"
@@ -871,8 +860,7 @@ static const char const normal_map_vert_glsl[] =
    "#endif //VERTEX_TANGENT\n"
    "#endif //VERTEX_TANGENT_BLEND\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
@@ -1031,8 +1019,8 @@ static const char const normal_map_frag_glsl[] =
    "#ifdef DIFFUSE\n"
    "        \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight 
+\n"
-   "   texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
uTextureDiffuseWeight);\n"
+   "   color = mix(texture2D(uTextureDiffuse1, vTexCoord),\n"
+   "               texture2D(uTextureDiffuse0, vTexCoord), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
@@ -1052,8 +1040,8 @@ static const char const normal_map_frag_glsl[] =
    "             factor = pow(factor, uMaterialShininess);\n"
    "             \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureSpecular0, vTexCoord) * 
uTextureSpecularWeight +\n"
-   "   texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
uTextureSpecularWeight);\n"
+   "   color = mix(texture2D(uTextureSpecular1, vTexCoord),\n"
+   "               texture2D(uTextureSpecular0, vTexCoord), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
@@ -1074,8 +1062,8 @@ static const char const normal_map_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "     \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight 
+\n"
-   "   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - 
uTextureAmbientWeight);\n"
+   "   color = mix(texture2D(uTextureAmbient1, vTexCoord),\n"
+   "               texture2D(uTextureAmbient0, vTexCoord), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
@@ -1092,8 +1080,8 @@ static const char const normal_map_frag_glsl[] =
    "#ifdef EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
-   "   color = texture2D(uTextureEmission0, vTexCoord) * 
uTextureEmissionWeight +\n"
-   "   texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
uTextureEmissionWeight);\n"
+   "   color = mix(texture2D(uTextureEmission1, vTexCoord),\n"
+   "               texture2D(uTextureEmission0, vTexCoord), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
@@ -1147,8 +1135,7 @@ static const char const shadow_map_vert_glsl[] =
    "void main()\n"
    "{\n"
    "#ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -1157,8 +1144,7 @@ static const char const shadow_map_vert_glsl[] =
    "#endif //VERTEX_POSITION_BLEND\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
@@ -1222,8 +1208,7 @@ static const char const color_pick_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -1329,8 +1314,7 @@ static const char const parallax_occlusion_vert_glsl[] =
    "void main()\n"
    "{\n"
    "   #ifdef VERTEX_POSITION_BLEND\n"
-   "   vec4 position = aPosition0 * uPositionWeight +\n"
-   "   aPosition1 * (1.0 - uPositionWeight);\n"
+   "   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);\n"
    "   position = vec4(position.xyz, 1.0);\n"
    "#else\n"
    "#ifdef VERTEX_POSITION\n"
@@ -1338,8 +1322,7 @@ static const char const parallax_occlusion_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "   #ifdef VERTEX_NORMAL_BLEND\n"
-   "   vec3 normal = aNormal0.xyz * uNormalWeight +\n"
-   "   aNormal1.xyz * (1.0 - uNormalWeight);\n"
+   "   vec3 normal = mix(aNormal1.xyz, aNormal0.xyz, uNormalWeight);\n"
    "#else\n"
    "#ifdef VERTEX_NORMAL\n"
    "   vec3 normal = aNormal0.xyz;\n"
@@ -1354,8 +1337,7 @@ static const char const parallax_occlusion_vert_glsl[] =
    "#endif //VERTEX_TANGENT\n"
    "#endif //VERTEX_TANGENT_BLEND\n"
    "   #ifdef VERTEX_TEXCOORD_BLEND\n"
-   "   vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
-   "   aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
+   "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
    "   vTexCoord = aTexCoord0.st;\n"
diff --git a/src/modules/evas/engines/gl_common/shader_3d/include.shd 
b/src/modules/evas/engines/gl_common/shader_3d/include.shd
index aea3c8f..489c4ff 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/include.shd
+++ b/src/modules/evas/engines/gl_common/shader_3d/include.shd
@@ -61,8 +61,8 @@ varying   float    vLightDist;
 
 define(`FRAGMENT_SHADER_TEXTURE_BLEND', `
 #ifdef  $1_TEXTURE_BLEND
-   color = texture2D(uTexture$2`0', vTexCoord) * uTexture$2Weight +
-   texture2D(uTexture$2`1', vTexCoord) * (1.0 - uTexture$2Weight);
+   color = mix(texture2D(uTexture$2`1', vTexCoord),
+               texture2D(uTexture$2`0', vTexCoord), uTexture$2Weight);
    color *= uMaterial$2;
 #else
 #ifdef  $1_TEXTURE
@@ -160,8 +160,7 @@ uniform     float uColorWeight;
 
 define(`VERTEX_SHADER_POSITION',
 `#ifdef VERTEX_POSITION_BLEND'
-   vec4 position = aPosition0 * uPositionWeight +
-   aPosition1 * (1.0 - uPositionWeight);
+   vec4 position = mix(aPosition1, aPosition0, uPositionWeight);
    position = vec4(position.xyz, 1.0);
 `#else'
 
@@ -173,8 +172,7 @@ define(`VERTEX_SHADER_POSITION',
 
 define(`VERTEX_SHADER_NORMAL',
 `#ifdef VERTEX_NORMAL_BLEND'
-   vec3 normal = aNormal0.xyz * uNormalWeight +
-   aNormal1.xyz * (1.0 - uNormalWeight);
+   vec3 normal = mix(aNormal1.xyz, aNormal0.xyz, uNormalWeight);
 `#else'
 
 `#ifdef VERTEX_NORMAL'
@@ -184,8 +182,7 @@ define(`VERTEX_SHADER_NORMAL',
 
 define(`VERTEX_SHADER_TEXCOORD',
 `#ifdef VERTEX_TEXCOORD_BLEND'
-   vTexCoord = aTexCoord0.st * uTexCoordWeight +
-   aTexCoord1.st * (1.0 - uTexCoordWeight);
+   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);
 `#else'
 
 `#ifdef VERTEX_TEXCOORD'

-- 


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