[Evas: Evas_3D] Refactor shaders: used m4 for removing duplication of code.

Reviewers: Hermet, raster, cedric, jpeg

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2076
This commit is contained in:
Dmytro Dadyka 2015-03-23 14:59:19 -07:00 committed by Jean-Philippe ANDRE
parent 5bc4b89115
commit 1bf3ca03f7
5 changed files with 249 additions and 263 deletions

View File

@ -466,7 +466,7 @@ static const char const phong_vert_glsl[] =
" vNormal = normal;\n"
"}\n"
"void main() {\n"
"#ifdef VERTEX_POSITION_BLEND\n"
" #ifdef VERTEX_POSITION_BLEND\n"
" vec4 position = aPosition0 * uPositionWeight +\n"
" aPosition1 * (1.0 - uPositionWeight);\n"
" position = vec4(position.xyz, 1.0);\n"
@ -475,7 +475,7 @@ static const char const phong_vert_glsl[] =
" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef VERTEX_NORMAL_BLEND\n"
" #ifdef VERTEX_NORMAL_BLEND\n"
" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
" aNormal1.xyz * (1.0 - uNormalWeight);\n"
"#else\n"
@ -483,7 +483,7 @@ static const char const phong_vert_glsl[] =
" vec3 normal = aNormal0.xyz;\n"
"#endif //VERTEX_NORMAL\n"
"#endif //VERTEX_NORMAL_BLEND\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
@ -493,7 +493,7 @@ static const char const phong_vert_glsl[] =
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
" vertexPhong(position, normal);\n"
"#ifdef SHADOWED\n"
" #ifdef SHADOWED\n"
" vLightPosition = uMatrixLight * position;\n"
"#endif //SHADOWED\n"
"}\n";
@ -513,6 +513,16 @@ static const char const phong_frag_glsl[] =
"varying vec4 vLightPosition;\n"
"uniform sampler2D uShadowMap;\n"
"float shadow;\n"
"float pcf(vec4 lpos, float size)\n"
" {\n"
" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
" float i, j, randx, randy, shadow;\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
"#ifdef DIFFUSE\n"
"uniform vec4 uMaterialDiffuse;\n"
@ -583,14 +593,15 @@ static const char const phong_frag_glsl[] =
" {\n"
" /* Diffuse term. */\n"
"#ifdef DIFFUSE\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
" color = texture2D(uTextureDiffuse0, vTexCoord);\n"
" color = texture2D(uTextureDiffuse0, vTexCoord);\n"
"#else\n"
" color = uMaterialDiffuse;\n"
" color = uMaterialDiffuse;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
" gl_FragColor = uLightDiffuse * color * factor;\n"
@ -603,16 +614,17 @@ static const char const phong_frag_glsl[] =
" if (factor > 0.0)\n"
" {\n"
" 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 = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n"
" texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
" color = texture2D(uTextureSpecular0, vTexCoord);\n"
"#ifdef SPECULAR_TEXTURE\n"
" color = texture2D(uTextureSpecular0, vTexCoord);\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#endif\n"
"#endif\n"
" color = uMaterialSpecular;\n"
"#endif //SPECULAR_TEXTURE\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
" gl_FragColor += uLightSpecular * color * factor;\n"
" }\n"
"#endif\n"
@ -623,16 +635,17 @@ static const char const phong_frag_glsl[] =
" gl_FragColor *= shadow;\n"
"#endif //SHADOWED\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
" \n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
" color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n"
" texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE\n"
" color = texture2D(uTextureAmbient0, vTexCoord);\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#endif\n"
"#endif\n"
"#endif //AMBIENT_TEXTURE\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
" gl_FragColor += uLightAmbient * color;\n"
"#endif\n"
" /* Light attenuation. */\n"
@ -641,6 +654,7 @@ static const char const phong_frag_glsl[] =
"#endif\n"
" /* Emission term. */\n"
"#ifdef EMISSION\n"
" \n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
" color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n"
" texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n"
@ -649,32 +663,21 @@ static const char const phong_frag_glsl[] =
" color = texture2D(uTextureEmission0, vTexCoord);\n"
"#else\n"
" color = uMaterialEmission;\n"
"#endif\n"
"#endif\n"
"#endif //EMISSION_TEXTURE\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
" gl_FragColor += color;\n"
"#endif\n"
"}\n"
"#ifdef SHADOWED\n"
"float pcf(vec4 lpos, float size)\n"
"{\n"
" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
" float i, j, randx, randy, shadow;\n"
" shadow = 0.0;\n"
" for (i = -4.0; i < 4.0; i++)\n"
" for (j = -4.0; j < 4.0; j++)\n"
" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
" return shadow / 64.0;\n"
"}\n"
"#endif //SHADOWED\n"
"void main()\n"
"{\n"
"#ifdef SHADOWED\n"
" shadow = pcf(vLightPosition, 1.0 / 300.0);\n"
"#endif //SHADOWED\n"
" fragmentPhong();\n"
" \n"
"#ifdef FOG_ENABLED\n"
" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
" float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
"#endif //FOG_ENABLED\n"

View File

@ -24,14 +24,19 @@ for shd in ${SHADERS} ; do
if echo ${lname} |grep _frag 2>&1 >> /dev/null ; then
frag_shaders_source="${frag_shaders_source} ${lname}_glsl,\n"
fi
m4 ${DIR}/include.shd ${shd} > ${shd}.tmp
OIFS=$IFS
IFS=$'\n'
printf "static const char const ${lname}_glsl[] ="
for line in `cat ${shd}` ; do
for line in `cat ${shd}.tmp` ; do
printf "\n \"${line}\\\n\""
done
printf ";\n\n"
IFS=${OIFS}
rm ${shd}.tmp
done
printf "static const char *vertex_shaders[] =

View File

@ -0,0 +1,183 @@
define(`FRAGMENT_SHADER_USE_TEX_COORD',`
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD')
define(`FRAGMENT_SHADER_USE_TEXTURE', `
#ifdef $1_TEXTURE
uniform sampler2D uTexture$2`0';
#endif //$1_TEXTURE
#ifdef $1_TEXTURE_BLEND
uniform sampler2D uTexture$2`1';
uniform float uTexture$2Weight;
#endif //$1_TEXTURE_BLEND')
define(`FRAGMENT_SHADER_USE_FOG', `
#ifdef FOG_ENABLED
uniform float uFogFactor;
uniform vec4 uFogColor;
#endif //FOG_ENABLED')
define(`FRAGMENT_SHADER_USE_SHADOWS', `
#ifdef SHADOWED
varying vec4 vLightPosition;
uniform sampler2D uShadowMap;
float shadow;
float pcf(vec4 lpos, float size)
{
vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
float i, j, randx, randy, shadow;
shadow = 0.0;
for (i = -4.0; i < 4.0; i++)
for (j = -4.0; j < 4.0; j++)
shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);
return shadow / 64.0;
}
#endif //SHADOWED')
define(`FRAGMENT_SHADER_FOG_APPLY', `
#ifdef FOG_ENABLED
float z = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
#endif //FOG_ENABLED')
define(`FRAGMENT_SHADER_USE_LIGHT', `
#ifdef LIGHT_SPOT
uniform vec3 uLightSpotDir;
uniform float uLightSpotExp;
uniform float uLightSpotCutoffCos;
#endif //LIGHT_SPOT
#ifdef LIGHT_ATTENUATION
varying float vLightDist;
#endif //LIGHT_ATTENUATION')
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);
#else
#ifdef $1_TEXTURE
color = texture2D(uTexture$2`0', vTexCoord);
#else
color = uMaterial$2;
#endif //$1_TEXTURE
#endif //$1_TEXTURE_BLEND')
define(`FRAGMENT_SHADER_USE_EMISSION_TERM',
`#ifdef EMISSION'
uniform vec4 uMaterialEmission;
FRAGMENT_SHADER_USE_TEXTURE(EMISSION, Emission)
`#endif //EMISSION')
define(`FRAGMENT_SHADER_USE_SPECULAR_TERM',
`#ifdef SPECULAR'
uniform vec4 uLightSpecular;
uniform float uMaterialShininess;
uniform vec4 uMaterialSpecular;
FRAGMENT_SHADER_USE_TEXTURE(SPECULAR, Specular)
`#endif //SPECULAR')
define(`FRAGMENT_SHADER_USE_AMBIENT_TERM',
`#ifdef AMBIENT'
uniform vec4 uMaterialAmbient;
uniform vec4 uLightAmbient;
FRAGMENT_SHADER_USE_TEXTURE(AMBIENT, Ambient)
`#endif //AMBIENT')
define(`FRAGMENT_SHADER_USE_DIFFUSE_TERM',
`#ifdef DIFFUSE'
uniform vec4 uMaterialDiffuse;
uniform vec4 uLightDiffuse;
FRAGMENT_SHADER_USE_TEXTURE(DIFFUSE, Diffuse)
`#endif //DIFFUSE')
define(`VERTEX_SHADER_NEED_TEX_COORD',
`#ifdef NEED_TEX_COORD'
varying vec2 vTexCoord;
`#endif //NEED_TEX_COORD')
define(`VERTEX_SHADER_USE_LIGHT_ATTENUATION',
`#ifdef LIGHT_ATTENUATION'
varying float vLightDist;
`#endif //LIGHT_ATTENUATION')
define(`VERTEX_SHADER_USE_SHADOWS',
`#ifdef SHADOWED'
uniform mat4 uMatrixLight;
varying vec4 vLightPosition;
`#endif //SHADOWED')
define(`VERTEX_SHADER_USE_POSITION',
`#ifdef VERTEX_POSITION'
attribute vec4 aPosition0;
`#endif //VERTEX_POSITION'
`#ifdef VERTEX_POSITION_BLEND'
attribute vec4 aPosition1;
uniform float uPositionWeight;
`#endif //VERTEX_POSITION_BLEND')
define(`VERTEX_SHADER_USE_NORMALS',
`#ifdef VERTEX_NORMAL'
attribute vec4 aNormal0;
`#endif //VERTEX_NORMAL'
`#ifdef VERTEX_NORMAL_BLEND'
attribute vec4 aNormal1;
uniform float uNormalWeight;
`#endif //VERTEX_NORMAL_BLEND'
)
define(`VERTEX_SHADER_USE_TEXCOORD',
`#ifdef VERTEX_TEXCOORD'
attribute vec4 aTexCoord0;
`#endif //VERTEX_TEXCOORD'
`#ifdef VERTEX_TEXCOORD_BLEND'
attribute vec4 aTexCoord1;
uniform float uTexCoordWeight;
`#endif //VERTEX_TEXCOORD_BLEND'
)
define(`VERTEX_SHADER_POSITION',
`#ifdef VERTEX_POSITION_BLEND'
vec4 position = aPosition0 * uPositionWeight +
aPosition1 * (1.0 - uPositionWeight);
position = vec4(position.xyz, 1.0);
`#else'
`#ifdef VERTEX_POSITION'
vec4 position = vec4(aPosition0.xyz, 1.0);
`#endif // VERTEX_POSITION'
`#endif //VERTEX_POSITION_BLEND')
define(`VERTEX_SHADER_NORMAL',
`#ifdef VERTEX_NORMAL_BLEND'
vec3 normal = aNormal0.xyz * uNormalWeight +
aNormal1.xyz * (1.0 - uNormalWeight);
`#else'
`#ifdef VERTEX_NORMAL'
vec3 normal = aNormal0.xyz;
`#endif //VERTEX_NORMAL'
`#endif //VERTEX_NORMAL_BLEND')
define(`VERTEX_SHADER_TEXCOORD',
`#ifdef VERTEX_TEXCOORD_BLEND'
vTexCoord = aTexCoord0.st * uTexCoordWeight +
aTexCoord1.st * (1.0 - uTexCoordWeight);
`#else'
`#ifdef VERTEX_TEXCOORD'
vTexCoord = aTexCoord0.st;
`#endif //VERTEX_TEXCOORD'
`#endif //VERTEX_TEXCOORD_BLEND')
define(`VERTEX_SHADER_SHADOWED',
`#ifdef SHADOWED'
vLightPosition = uMatrixLight * position;
`#endif //SHADOWED')

View File

@ -2,90 +2,14 @@ varying vec3 vLightVector;
varying vec3 vLightHalfVector;
varying vec3 vNormal;
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD
#ifdef FOG_ENABLED
uniform float uFogFactor;
uniform vec4 uFogColor;
#endif //FOG_ENABLED
#ifdef SHADOWED
varying vec4 vLightPosition;
uniform sampler2D uShadowMap;
float shadow;
#endif //SHADOWED
#ifdef DIFFUSE
uniform vec4 uMaterialDiffuse;
uniform vec4 uLightDiffuse;
#ifdef DIFFUSE_TEXTURE
uniform sampler2D uTextureDiffuse0;
#endif //DIFFUSE_TEXTURE
#ifdef DIFFUSE_TEXTURE_BLEND
uniform sampler2D uTextureDiffuse1;
uniform float uTextureDiffuseWeight;
#endif //DIFFUSE_TEXTURE_BLEND
#endif //DIFFUSE
#ifdef SPECULAR
uniform vec4 uLightSpecular;
uniform float uMaterialShininess;
uniform vec4 uMaterialSpecular;
#ifdef SPECULAR_TEXTURE
uniform sampler2D uTextureSpecular0;
#endif //SPECULAR_TEXTURE
#ifdef SPECULAR_TEXTURE_BLEND
uniform sampler2D uTextureSpecular1;
uniform float uTextureSpecularWeight;
#endif //SPECULAR_TEXTURE_BLEND
#endif //SPECULAR
#ifdef AMBIENT
uniform vec4 uMaterialAmbient;
uniform vec4 uLightAmbient;
#ifdef AMBIENT_TEXTURE
uniform sampler2D uTextureAmbient0;
#endif //AMBIENT_TEXTURE
#ifdef AMBIENT_TEXTURE_BLEND
uniform sampler2D uTextureAmbient1;
uniform float uTextureAmbientWeight;
#endif //AMBIENT_TEXTURE_BLEND
#endif //AMBIENT
#ifdef EMISSION
uniform vec4 uMaterialEmission;
#ifdef EMISSION_TEXTURE
uniform sampler2D uTextureEmission0;
#endif //EMISSION_TEXTURE
#ifdef EMISSION_TEXTURE_BLEND
uniform sampler2D uTextureEmission1;
uniform float uTextureEmissionWeight;
#endif //EMISSION_TEXTURE_BLEND
#endif //EMISSION
#ifdef LIGHT_SPOT
uniform vec3 uLightSpotDir;
uniform float uLightSpotExp;
uniform float uLightSpotCutoffCos;
#endif //LIGHT_SPOT
#ifdef LIGHT_ATTENUATION
varying float vLightDist;
#endif //LIGHT_ATTENUATION
FRAGMENT_SHADER_USE_TEX_COORD
FRAGMENT_SHADER_USE_FOG
FRAGMENT_SHADER_USE_SHADOWS
FRAGMENT_SHADER_USE_DIFFUSE_TERM
FRAGMENT_SHADER_USE_SPECULAR_TERM
FRAGMENT_SHADER_USE_AMBIENT_TERM
FRAGMENT_SHADER_USE_EMISSION_TERM
FRAGMENT_SHADER_USE_LIGHT
void fragmentPhong()
{
@ -109,18 +33,7 @@ void fragmentPhong()
/* Diffuse term. */
#ifdef DIFFUSE
#ifdef DIFFUSE_TEXTURE_BLEND
color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
#else
#ifdef DIFFUSE_TEXTURE
color = texture2D(uTextureDiffuse0, vTexCoord);
#else
color = uMaterialDiffuse;
#endif //DIFFUSE_TEXTURE
#endif //DIFFUSE_TEXTURE_BLEND
FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse)
gl_FragColor = uLightDiffuse * color * factor;
#else
@ -134,18 +47,7 @@ void fragmentPhong()
{
factor = pow(factor, uMaterialShininess);
#ifdef SPECULAR_TEXTURE_BLEND
color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
#else
#ifdef SPECULAR_TEXTURE
color = texture2D(uTextureSpecular0, vTexCoord);
#else
color = uMaterialSpecular;
#endif
#endif
FRAGMENT_SHADER_TEXTURE_BLEND(SPECULAR, Specular)
gl_FragColor += uLightSpecular * color * factor;
}
@ -160,18 +62,7 @@ void fragmentPhong()
#endif //SHADOWED
#ifdef AMBIENT
#ifdef AMBIENT_TEXTURE_BLEND
color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
#else
#ifdef AMBIENT_TEXTURE
color = texture2D(uTextureAmbient0, vTexCoord);
#else
color = uMaterialAmbient;
#endif
#endif
FRAGMENT_SHADER_TEXTURE_BLEND(AMBIENT, Ambient)
gl_FragColor += uLightAmbient * color;
#endif
@ -184,37 +75,12 @@ void fragmentPhong()
/* Emission term. */
#ifdef EMISSION
#ifdef EMISSION_TEXTURE_BLEND
color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
#else
#ifdef EMISSION_TEXTURE
color = texture2D(uTextureEmission0, vTexCoord);
#else
color = uMaterialEmission;
#endif
#endif
FRAGMENT_SHADER_TEXTURE_BLEND(EMISSION, Emission)
gl_FragColor += color;
#endif
}
#ifdef SHADOWED
float pcf(vec4 lpos, float size)
{
vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
float i, j, randx, randy, shadow;
shadow = 0.0;
for (i = -4.0; i < 4.0; i++)
for (j = -4.0; j < 4.0; j++)
shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
return shadow / 64.0;
}
#endif //SHADOWED
void main()
{
@ -224,12 +90,6 @@ void main()
fragmentPhong();
#ifdef FOG_ENABLED
float z = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
#endif //FOG_ENABLED
FRAGMENT_SHADER_FOG_APPLY
}

View File

@ -6,45 +6,12 @@ varying vec3 vLightVector;
varying vec3 vLightHalfVector;
varying vec3 vNormal;
#ifdef SHADOWED
uniform mat4 uMatrixLight;
varying vec4 vLightPosition;
#endif //SHADOWED
#ifdef VERTEX_POSITION
attribute vec4 aPosition0;
#endif //VERTEX_POSITION
#ifdef VERTEX_POSITION_BLEND
attribute vec4 aPosition1;
uniform float uPositionWeight;
#endif //VERTEX_POSITION_BLEND
#ifdef VERTEX_NORMAL
attribute vec4 aNormal0;
#endif //VERTEX_NORMAL
#ifdef VERTEX_NORMAL_BLEND
attribute vec4 aNormal1;
uniform float uNormalWeight;
#endif //VERTEX_NORMAL_BLEND
#ifdef VERTEX_TEXCOORD
attribute vec4 aTexCoord0;
#endif //VERTEX_TEXCOORD
#ifdef VERTEX_TEXCOORD_BLEND
attribute vec4 aTexCoord1;
uniform float uTexCoordWeight;
#endif //VERTEX_TEXCOORD_BLEND
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //NEED_TEX_COORD
#ifdef LIGHT_ATTENUATION
varying float vLightDist;
#endif //LIGHT_ATTENUATION
VERTEX_SHADER_USE_SHADOWS
VERTEX_SHADER_USE_POSITION
VERTEX_SHADER_USE_NORMALS
VERTEX_SHADER_USE_TEXCOORD
VERTEX_SHADER_NEED_TEX_COORD
VERTEX_SHADER_USE_LIGHT_ATTENUATION
void vertexPhong(vec4 position, vec3 normal)
{
@ -73,44 +40,12 @@ void vertexPhong(vec4 position, vec3 normal)
void main() {
#ifdef VERTEX_POSITION_BLEND
vec4 position = aPosition0 * uPositionWeight +
aPosition1 * (1.0 - uPositionWeight);
position = vec4(position.xyz, 1.0);
#else
#ifdef VERTEX_POSITION
vec4 position = vec4(aPosition0.xyz, 1.0);
#endif // VERTEX_POSITION
#endif //VERTEX_POSITION_BLEND
#ifdef VERTEX_NORMAL_BLEND
vec3 normal = aNormal0.xyz * uNormalWeight +
aNormal1.xyz * (1.0 - uNormalWeight);
#else
#ifdef VERTEX_NORMAL
vec3 normal = aNormal0.xyz;
#endif //VERTEX_NORMAL
#endif //VERTEX_NORMAL_BLEND
#ifdef VERTEX_TEXCOORD_BLEND
vTexCoord = aTexCoord0.st * uTexCoordWeight +
aTexCoord1.st * (1.0 - uTexCoordWeight);
#else
#ifdef VERTEX_TEXCOORD
vTexCoord = aTexCoord0.st;
#endif //VERTEX_TEXCOORD
#endif //VERTEX_TEXCOORD_BLEND
VERTEX_SHADER_POSITION
VERTEX_SHADER_NORMAL
VERTEX_SHADER_TEXCOORD
gl_Position = uMatrixMvp * position;
vertexPhong(position, normal);
#ifdef SHADOWED
vLightPosition = uMatrixLight * position;
#endif //SHADOWED
VERTEX_SHADER_SHADOWED
}