jpeg pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=c0dcb30c610209d862709efbce2fd62d2f1f8d7d

commit c0dcb30c610209d862709efbce2fd62d2f1f8d7d
Author: Jean-Philippe Andre <jp.an...@samsung.com>
Date:   Mon Jun 20 15:25:09 2016 +0900

    evas 3d: Fix shader compilation with EGL
    
    This fixes the following error:
     error C1059: non constant expression in initialization
    
    It happened with the hedgehog example: evas_canvas3d_aabb
---
 .../gl_common/shader_3d/evas_gl_3d_shaders.x       | 104 ++++++---------------
 .../evas/engines/gl_common/shader_3d/include.shd   |   6 +-
 .../gl_common/shader_3d/shadow_map_frag.shd        |   6 +-
 3 files changed, 32 insertions(+), 84 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 90aafab..a41c340 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
@@ -172,15 +172,11 @@ static const char diffuse_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "uniform int   uAlphaTestComparison;\n"
@@ -189,11 +185,13 @@ static const char diffuse_frag_glsl[] =
    "   vec4  color;\n"
    "   \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;\n"
    "   color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
    "               texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;\n"
    "   color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * 
uMaterialDiffuse;\n"
    "#else\n"
    "   color = uMaterialDiffuse;\n"
@@ -418,15 +416,11 @@ static const char flat_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "#ifdef SPECULAR\n"
@@ -436,15 +430,11 @@ static const char flat_frag_glsl[] =
    "#ifdef SPECULAR_TEXTURE\n"
    "uniform sampler2D  uTextureSpecular0;\n"
    "uniform mat3 uTextureMatrixTransformSpecular0;\n"
-   "vec3 Tex0CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
    "#endif //SPECULAR_TEXTURE\n"
    "#ifdef SPECULAR_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureSpecular1;\n"
    "uniform float      uTextureSpecularWeight;\n"
    "uniform mat3 uTextureMatrixTransformSpecular1;\n"
-   "vec3 Tex1CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
    "#endif //SPECULAR_TEXTURE_BLEND\n"
    "#endif //SPECULAR\n"
    "#ifdef AMBIENT\n"
@@ -453,15 +443,11 @@ static const char flat_frag_glsl[] =
    "#ifdef AMBIENT_TEXTURE\n"
    "uniform sampler2D  uTextureAmbient0;\n"
    "uniform mat3 uTextureMatrixTransformAmbient0;\n"
-   "vec3 Tex0CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
    "#endif //AMBIENT_TEXTURE\n"
    "#ifdef AMBIENT_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureAmbient1;\n"
    "uniform float      uTextureAmbientWeight;\n"
    "uniform mat3 uTextureMatrixTransformAmbient1;\n"
-   "vec3 Tex1CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
    "#endif //AMBIENT_TEXTURE_BLEND\n"
    "#endif //AMBIENT\n"
    "#ifdef EMISSION\n"
@@ -469,15 +455,11 @@ static const char flat_frag_glsl[] =
    "#ifdef EMISSION_TEXTURE\n"
    "uniform sampler2D  uTextureEmission0;\n"
    "uniform mat3 uTextureMatrixTransformEmission0;\n"
-   "vec3 Tex0CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
    "#endif //EMISSION_TEXTURE\n"
    "#ifdef EMISSION_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureEmission1;\n"
    "uniform float      uTextureEmissionWeight;\n"
    "uniform mat3 uTextureMatrixTransformEmission1;\n"
-   "vec3 Tex1CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
    "#endif //EMISSION_TEXTURE_BLEND\n"
    "#endif //EMISSION\n"
    "uniform int   uAlphaTestComparison;\n"
@@ -489,11 +471,13 @@ static const char flat_frag_glsl[] =
    "#ifdef DIFFUSE\n"
    "   \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;\n"
    "   color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
    "               texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;\n"
    "   color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * 
uMaterialDiffuse;\n"
    "#else\n"
    "   color = uMaterialDiffuse;\n"
@@ -506,11 +490,13 @@ static const char flat_frag_glsl[] =
    "#ifdef SPECULAR\n"
    "   \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular1;\n"
    "   color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
    "               texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular0;\n"
    "   color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * 
uMaterialSpecular;\n"
    "#else\n"
    "   color = uMaterialSpecular;\n"
@@ -524,11 +510,13 @@ static const char flat_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "   \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient1;\n"
    "   color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
    "               texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient0;\n"
    "   color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * 
uMaterialAmbient;\n"
    "#else\n"
    "   color = uMaterialAmbient;\n"
@@ -539,11 +527,13 @@ static const char flat_frag_glsl[] =
    "#ifdef  EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission1;\n"
    "   color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
    "               texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission0;\n"
    "   color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * 
uMaterialEmission;\n"
    "#else\n"
    "   color = uMaterialEmission;\n"
@@ -748,15 +738,11 @@ static const char phong_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "#ifdef SPECULAR\n"
@@ -766,15 +752,11 @@ static const char phong_frag_glsl[] =
    "#ifdef SPECULAR_TEXTURE\n"
    "uniform sampler2D  uTextureSpecular0;\n"
    "uniform mat3 uTextureMatrixTransformSpecular0;\n"
-   "vec3 Tex0CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
    "#endif //SPECULAR_TEXTURE\n"
    "#ifdef SPECULAR_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureSpecular1;\n"
    "uniform float      uTextureSpecularWeight;\n"
    "uniform mat3 uTextureMatrixTransformSpecular1;\n"
-   "vec3 Tex1CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
    "#endif //SPECULAR_TEXTURE_BLEND\n"
    "#endif //SPECULAR\n"
    "#ifdef AMBIENT\n"
@@ -783,15 +765,11 @@ static const char phong_frag_glsl[] =
    "#ifdef AMBIENT_TEXTURE\n"
    "uniform sampler2D  uTextureAmbient0;\n"
    "uniform mat3 uTextureMatrixTransformAmbient0;\n"
-   "vec3 Tex0CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
    "#endif //AMBIENT_TEXTURE\n"
    "#ifdef AMBIENT_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureAmbient1;\n"
    "uniform float      uTextureAmbientWeight;\n"
    "uniform mat3 uTextureMatrixTransformAmbient1;\n"
-   "vec3 Tex1CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
    "#endif //AMBIENT_TEXTURE_BLEND\n"
    "#endif //AMBIENT\n"
    "#ifdef EMISSION\n"
@@ -799,15 +777,11 @@ static const char phong_frag_glsl[] =
    "#ifdef EMISSION_TEXTURE\n"
    "uniform sampler2D  uTextureEmission0;\n"
    "uniform mat3 uTextureMatrixTransformEmission0;\n"
-   "vec3 Tex0CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
    "#endif //EMISSION_TEXTURE\n"
    "#ifdef EMISSION_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureEmission1;\n"
    "uniform float      uTextureEmissionWeight;\n"
    "uniform mat3 uTextureMatrixTransformEmission1;\n"
-   "vec3 Tex1CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
    "#endif //EMISSION_TEXTURE_BLEND\n"
    "#endif //EMISSION\n"
    "#ifdef LIGHT_SPOT\n"
@@ -840,11 +814,13 @@ static const char phong_frag_glsl[] =
    "#ifdef  DIFFUSE\n"
    "        \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;\n"
    "   color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
    "               texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;\n"
    "   color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * 
uMaterialDiffuse;\n"
    "#else\n"
    "   color = uMaterialDiffuse;\n"
@@ -862,11 +838,13 @@ static const char phong_frag_glsl[] =
    "             factor = pow(factor, uMaterialShininess);\n"
    "             \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular1;\n"
    "   color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
    "               texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular0;\n"
    "   color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * 
uMaterialSpecular;\n"
    "#else\n"
    "   color = uMaterialSpecular;\n"
@@ -884,11 +862,13 @@ static const char phong_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "   \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient1;\n"
    "   color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
    "               texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient0;\n"
    "   color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * 
uMaterialAmbient;\n"
    "#else\n"
    "   color = uMaterialAmbient;\n"
@@ -904,11 +884,13 @@ static const char phong_frag_glsl[] =
    "#ifdef  EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission1;\n"
    "   color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
    "               texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission0;\n"
    "   color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * 
uMaterialEmission;\n"
    "#else\n"
    "   color = uMaterialEmission;\n"
@@ -1168,15 +1150,11 @@ static const char normal_map_frag_glsl[] =
    "#ifdef NORMAL_TEXTURE\n"
    "uniform sampler2D  uTextureNormal0;\n"
    "uniform mat3 uTextureMatrixTransformNormal0;\n"
-   "vec3 Tex0CoordNormal =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformNormal0;\n"
    "#endif //NORMAL_TEXTURE\n"
    "#ifdef NORMAL_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureNormal1;\n"
    "uniform float      uTextureNormalWeight;\n"
    "uniform mat3 uTextureMatrixTransformNormal1;\n"
-   "vec3 Tex1CoordNormal =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformNormal1;\n"
    "#endif //NORMAL_TEXTURE_BLEND\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
@@ -1189,15 +1167,11 @@ static const char normal_map_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "#ifdef SPECULAR\n"
@@ -1207,15 +1181,11 @@ static const char normal_map_frag_glsl[] =
    "#ifdef SPECULAR_TEXTURE\n"
    "uniform sampler2D  uTextureSpecular0;\n"
    "uniform mat3 uTextureMatrixTransformSpecular0;\n"
-   "vec3 Tex0CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
    "#endif //SPECULAR_TEXTURE\n"
    "#ifdef SPECULAR_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureSpecular1;\n"
    "uniform float      uTextureSpecularWeight;\n"
    "uniform mat3 uTextureMatrixTransformSpecular1;\n"
-   "vec3 Tex1CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
    "#endif //SPECULAR_TEXTURE_BLEND\n"
    "#endif //SPECULAR\n"
    "#ifdef AMBIENT\n"
@@ -1224,15 +1194,11 @@ static const char normal_map_frag_glsl[] =
    "#ifdef AMBIENT_TEXTURE\n"
    "uniform sampler2D  uTextureAmbient0;\n"
    "uniform mat3 uTextureMatrixTransformAmbient0;\n"
-   "vec3 Tex0CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
    "#endif //AMBIENT_TEXTURE\n"
    "#ifdef AMBIENT_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureAmbient1;\n"
    "uniform float      uTextureAmbientWeight;\n"
    "uniform mat3 uTextureMatrixTransformAmbient1;\n"
-   "vec3 Tex1CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
    "#endif //AMBIENT_TEXTURE_BLEND\n"
    "#endif //AMBIENT\n"
    "#ifdef EMISSION\n"
@@ -1240,15 +1206,11 @@ static const char normal_map_frag_glsl[] =
    "#ifdef EMISSION_TEXTURE\n"
    "uniform sampler2D  uTextureEmission0;\n"
    "uniform mat3 uTextureMatrixTransformEmission0;\n"
-   "vec3 Tex0CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
    "#endif //EMISSION_TEXTURE\n"
    "#ifdef EMISSION_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureEmission1;\n"
    "uniform float      uTextureEmissionWeight;\n"
    "uniform mat3 uTextureMatrixTransformEmission1;\n"
-   "vec3 Tex1CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
    "#endif //EMISSION_TEXTURE_BLEND\n"
    "#endif //EMISSION\n"
    "#ifdef LIGHT_SPOT\n"
@@ -1311,11 +1273,13 @@ static const char normal_map_frag_glsl[] =
    "#ifdef DIFFUSE\n"
    "        \n"
    "#ifdef  DIFFUSE_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;\n"
    "   color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
    "               texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), 
uTextureDiffuseWeight);\n"
    "   color *= uMaterialDiffuse;\n"
    "#else\n"
    "#ifdef  DIFFUSE_TEXTURE\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;\n"
    "   color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * 
uMaterialDiffuse;\n"
    "#else\n"
    "   color = uMaterialDiffuse;\n"
@@ -1332,11 +1296,13 @@ static const char normal_map_frag_glsl[] =
    "             factor = pow(factor, uMaterialShininess);\n"
    "             \n"
    "#ifdef  SPECULAR_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular1;\n"
    "   color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
    "               texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), 
uTextureSpecularWeight);\n"
    "   color *= uMaterialSpecular;\n"
    "#else\n"
    "#ifdef  SPECULAR_TEXTURE\n"
+   "   vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformSpecular0;\n"
    "   color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * 
uMaterialSpecular;\n"
    "#else\n"
    "   color = uMaterialSpecular;\n"
@@ -1354,11 +1320,13 @@ static const char normal_map_frag_glsl[] =
    "#ifdef AMBIENT\n"
    "     \n"
    "#ifdef  AMBIENT_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient1;\n"
    "   color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
    "               texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), 
uTextureAmbientWeight);\n"
    "   color *= uMaterialAmbient;\n"
    "#else\n"
    "#ifdef  AMBIENT_TEXTURE\n"
+   "   vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformAmbient0;\n"
    "   color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * 
uMaterialAmbient;\n"
    "#else\n"
    "   color = uMaterialAmbient;\n"
@@ -1372,11 +1340,13 @@ static const char normal_map_frag_glsl[] =
    "#ifdef EMISSION\n"
    "   \n"
    "#ifdef  EMISSION_TEXTURE_BLEND\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission1;\n"
    "   color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
    "               texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), 
uTextureEmissionWeight);\n"
    "   color *= uMaterialEmission;\n"
    "#else\n"
    "#ifdef  EMISSION_TEXTURE\n"
+   "   vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformEmission0;\n"
    "   color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * 
uMaterialEmission;\n"
    "#else\n"
    "   color = uMaterialEmission;\n"
@@ -1508,15 +1478,11 @@ static const char shadow_map_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "#endif //ALPHA_TEST_ENABLED\n"
@@ -1527,11 +1493,13 @@ static const char shadow_map_frag_glsl[] =
    "#endif\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
+   "   vec3 Tex1CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;\n"
    "   color = (texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) *\n"
    "   uTextureDiffuseWeight + texture2D(uTextureDiffuse1, 
vec2(Tex1CoordDiffuse)) *\n"
    "   (1.0 - uTextureDiffuseWeight));\n"
    "#else\n"
    "#ifdef DIFFUSE_TEXTURE\n"
+   "   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;\n"
    "   color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse));\n"
    "#else\n"
    "   color = vec4(1);\n"
@@ -1843,15 +1811,11 @@ static const char parallax_occlusion_frag_glsl[] =
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse0;\n"
-   "vec3 Tex0CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#ifdef DIFFUSE_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureDiffuse1;\n"
    "uniform float      uTextureDiffuseWeight;\n"
    "uniform mat3 uTextureMatrixTransformDiffuse1;\n"
-   "vec3 Tex1CoordDiffuse =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
    "#ifdef SPECULAR\n"
@@ -1861,15 +1825,11 @@ static const char parallax_occlusion_frag_glsl[] =
    "#ifdef SPECULAR_TEXTURE\n"
    "uniform sampler2D  uTextureSpecular0;\n"
    "uniform mat3 uTextureMatrixTransformSpecular0;\n"
-   "vec3 Tex0CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
    "#endif //SPECULAR_TEXTURE\n"
    "#ifdef SPECULAR_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureSpecular1;\n"
    "uniform float      uTextureSpecularWeight;\n"
    "uniform mat3 uTextureMatrixTransformSpecular1;\n"
-   "vec3 Tex1CoordSpecular =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
    "#endif //SPECULAR_TEXTURE_BLEND\n"
    "#endif //SPECULAR\n"
    "#ifdef AMBIENT\n"
@@ -1878,15 +1838,11 @@ static const char parallax_occlusion_frag_glsl[] =
    "#ifdef AMBIENT_TEXTURE\n"
    "uniform sampler2D  uTextureAmbient0;\n"
    "uniform mat3 uTextureMatrixTransformAmbient0;\n"
-   "vec3 Tex0CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
    "#endif //AMBIENT_TEXTURE\n"
    "#ifdef AMBIENT_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureAmbient1;\n"
    "uniform float      uTextureAmbientWeight;\n"
    "uniform mat3 uTextureMatrixTransformAmbient1;\n"
-   "vec3 Tex1CoordAmbient =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
    "#endif //AMBIENT_TEXTURE_BLEND\n"
    "#endif //AMBIENT\n"
    "#ifdef EMISSION\n"
@@ -1894,15 +1850,11 @@ static const char parallax_occlusion_frag_glsl[] =
    "#ifdef EMISSION_TEXTURE\n"
    "uniform sampler2D  uTextureEmission0;\n"
    "uniform mat3 uTextureMatrixTransformEmission0;\n"
-   "vec3 Tex0CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
    "#endif //EMISSION_TEXTURE\n"
    "#ifdef EMISSION_TEXTURE_BLEND\n"
    "uniform sampler2D  uTextureEmission1;\n"
    "uniform float      uTextureEmissionWeight;\n"
    "uniform mat3 uTextureMatrixTransformEmission1;\n"
-   "vec3 Tex1CoordEmission =\n"
-   "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
    "#endif //EMISSION_TEXTURE_BLEND\n"
    "#endif //EMISSION\n"
    "#ifdef LIGHT_SPOT\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 1485a25..a827973 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/include.shd
+++ b/src/modules/evas/engines/gl_common/shader_3d/include.shd
@@ -13,15 +13,11 @@ define(`FRAGMENT_SHADER_USE_TEXTURE', `
 #ifdef $1_TEXTURE
 uniform sampler2D  uTexture$2`0';
 uniform mat3 uTextureMatrixTransform$2`0';
-vec3 Tex0Coord$2 =
-   vec3(vTexCoord, 1.0) * uTextureMatrixTransform$2`0';
 #endif //$1_TEXTURE
 #ifdef $1_TEXTURE_BLEND
 uniform sampler2D  uTexture$2`1';
 uniform float      uTexture$2Weight;
 uniform mat3 uTextureMatrixTransform$2`1';
-vec3 Tex1Coord$2 =
-   vec3(vTexCoord, 1.0) * uTextureMatrixTransform$2`1';
 #endif //$1_TEXTURE_BLEND')
 
 define(`FRAGMENT_SHADER_USE_FOG', `
@@ -79,11 +75,13 @@ varying   float    vLightDist;
 
 define(`FRAGMENT_SHADER_TEXTURE_BLEND', `
 #ifdef  $1_TEXTURE_BLEND
+   vec3 Tex0Coord$2 = vec3(vTexCoord, 1.0) * uTextureMatrixTransform$2`1';
    color = mix(texture2D(uTexture$2`1', vec2(Tex1Coord$2)),
                texture2D(uTexture$2`0', vec2(Tex0Coord$2)), uTexture$2Weight);
    color *= uMaterial$2;
 #else
 #ifdef  $1_TEXTURE
+   vec3 Tex0Coord$2 = vec3(vTexCoord, 1.0) * uTextureMatrixTransform$2`0';
    color = texture2D(uTexture$2`0', vec2(Tex0Coord$2)) * uMaterial$2;
 #else
    color = uMaterial$2;
diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd 
b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd
index c464730..a66f47a 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd
+++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd
@@ -8,16 +8,12 @@ FRAGMENT_SHADER_USE_ALPHA_TEST_GLES
 #ifdef DIFFUSE_TEXTURE
 uniform sampler2D  uTextureDiffuse0;
 uniform mat3 uTextureMatrixTransformDiffuse0;
-vec3 Tex0CoordDiffuse =
-   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;
 #endif //DIFFUSE_TEXTURE
 
 #ifdef DIFFUSE_TEXTURE_BLEND
 uniform sampler2D  uTextureDiffuse1;
 uniform float      uTextureDiffuseWeight;
 uniform mat3 uTextureMatrixTransformDiffuse1;
-vec3 Tex1CoordDiffuse =
-   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;
 #endif //DIFFUSE_TEXTURE_BLEND
 
 #endif //DIFFUSE
@@ -34,12 +30,14 @@ void main() {
 #ifdef ALPHA_TEST_ENABLED
 
 #ifdef DIFFUSE_TEXTURE_BLEND
+   vec3 Tex1CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse1;
    color = (texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) *
    uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)) 
*
    (1.0 - uTextureDiffuseWeight));
 #else
 
 #ifdef DIFFUSE_TEXTURE
+   vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * 
uTextureMatrixTransformDiffuse0;
    color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse));
 #else
    color = vec4(1);

-- 


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