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); --