evas_canvas3d:Broken source file for generation 3D shaders

Summary:
Bug reproduce if delete evas_gl_3d_shaders.x and try re-build.
Source file include.shd for generation shader code consist m4 macro definitions.
After this revision https://phab.enlightenment.org/D3056 order of the quatation
marks in function pcf was broken.
@fix

Reviewers: cedric, Hermet

Reviewed By: Hermet

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D3085
This commit is contained in:
Oleksandr Shcherbina 2015-09-24 20:28:53 +09:00 committed by ChunEon Park
parent ff6f6f198b
commit 08ee7d4b8c
2 changed files with 29 additions and 21 deletions

View File

@ -3,7 +3,7 @@
static const char vertex_color_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -46,7 +46,7 @@ static const char vertex_color_vert_glsl[] =
static const char vertex_color_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -116,7 +116,7 @@ static const char vertex_color_frag_glsl[] =
static const char diffuse_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -160,7 +160,7 @@ static const char diffuse_vert_glsl[] =
static const char diffuse_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -261,7 +261,7 @@ static const char diffuse_frag_glsl[] =
static const char flat_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -386,7 +386,7 @@ static const char flat_vert_glsl[] =
static const char flat_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -403,7 +403,9 @@ static const char flat_frag_glsl[] =
"uniform sampler2D uShadowMap;\n"
"uniform float uShadowsPCFStep;\n"
"uniform float uShadowsPCFSize;\n"
"#ifdef GL_ES\n"
"uniform float uShadowsConstantBias;\n"
"#endif //GL_ES\n"
"float shadow;\n"
"float pcf(vec4 lpos)\n"
"{\n"
@ -632,7 +634,7 @@ static const char flat_frag_glsl[] =
static const char phong_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -725,7 +727,7 @@ static const char phong_vert_glsl[] =
static const char phong_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -744,7 +746,9 @@ static const char phong_frag_glsl[] =
"uniform sampler2D uShadowMap;\n"
"uniform float uShadowsPCFStep;\n"
"uniform float uShadowsPCFSize;\n"
"#ifdef GL_ES\n"
"uniform float uShadowsConstantBias;\n"
"#endif //GL_ES\n"
"float shadow;\n"
"float pcf(vec4 lpos)\n"
"{\n"
@ -1009,7 +1013,7 @@ static const char phong_frag_glsl[] =
static const char normal_map_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1159,7 +1163,7 @@ static const char normal_map_vert_glsl[] =
static const char normal_map_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1178,7 +1182,9 @@ static const char normal_map_frag_glsl[] =
"uniform sampler2D uShadowMap;\n"
"uniform float uShadowsPCFStep;\n"
"uniform float uShadowsPCFSize;\n"
"#ifdef GL_ES\n"
"uniform float uShadowsConstantBias;\n"
"#endif //GL_ES\n"
"float shadow;\n"
"float pcf(vec4 lpos)\n"
"{\n"
@ -1486,7 +1492,7 @@ static const char normal_map_frag_glsl[] =
static const char shadow_map_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1522,7 +1528,7 @@ static const char shadow_map_vert_glsl[] =
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef ALPHA_TEST_ENABLED\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
@ -1536,7 +1542,7 @@ static const char shadow_map_vert_glsl[] =
static const char shadow_map_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1639,7 +1645,7 @@ static const char shadow_map_frag_glsl[] =
static const char color_pick_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1666,7 +1672,7 @@ static const char color_pick_vert_glsl[] =
static const char color_pick_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1735,7 +1741,7 @@ static const char color_pick_frag_glsl[] =
static const char parallax_occlusion_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1855,7 +1861,7 @@ static const char parallax_occlusion_vert_glsl[] =
static const char parallax_occlusion_frag_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"precision mediump float;\n"
"precision mediump int;\n"
"precision lowp sampler2D;\n"
"#endif\n"
@ -1885,7 +1891,9 @@ static const char parallax_occlusion_frag_glsl[] =
"uniform sampler2D uShadowMap;\n"
"uniform float uShadowsPCFStep;\n"
"uniform float uShadowsPCFSize;\n"
"#ifdef GL_ES\n"
"uniform float uShadowsConstantBias;\n"
"#endif //GL_ES\n"
"float shadow;\n"
"float pcf(vec4 lpos)\n"
"{\n"

View File

@ -44,7 +44,7 @@ uniform float uShadowsPCFStep;
uniform float uShadowsPCFSize;
#ifdef GL_ES
uniform float uShadowsConstantBias;
#endif //GL_ES'
#endif //GL_ES
float shadow;
float pcf(vec4 lpos)
{
@ -53,11 +53,11 @@ float pcf(vec4 lpos)
q = floor(uShadowsPCFStep * 2.0);
c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);
shadow = 0.0;
`#ifndef GL_ES'
#ifndef GL_ES
for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)
for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)
shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / q) * uShadowsPCFSize).x);
`#else'
#else
const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)
for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)
@ -65,7 +65,7 @@ float pcf(vec4 lpos)
vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / q) * uShadowsPCFSize);
shadow += float(smcoord.z < dot(zvalue, unpack) + uShadowsConstantBias);
}
`#endif //GL_ES'
#endif //GL_ES
return shadow / c;
}
#endif //SHADOWED')