evas: fix inverted texture coordinate in Evas.Canvas3d.

Summary: Fix T2820

Reviewers: cedric, raster, Hermet

Maniphest Tasks: T2820

Differential Revision: https://phab.enlightenment.org/D3294

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Oleksandr Shcherbina 2015-11-09 16:26:57 -08:00 committed by Cedric BAIL
parent 873562608e
commit 35d942829a
2 changed files with 21 additions and 14 deletions

View File

@ -143,10 +143,11 @@ static const char diffuse_vert_glsl[] =
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
@ -359,10 +360,11 @@ static const char flat_vert_glsl[] =
"#endif //VERTEX_NORMAL\n"
"#endif //VERTEX_NORMAL_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
@ -686,10 +688,11 @@ static const char phong_vert_glsl[] =
"#endif //VERTEX_NORMAL\n"
"#endif //VERTEX_NORMAL_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
@ -1104,10 +1107,11 @@ static const char normal_map_vert_glsl[] =
"#endif //VERTEX_TANGENT\n"
"#endif //VERTEX_TANGENT_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"
@ -1475,10 +1479,11 @@ static const char shadow_map_vert_glsl[] =
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef ALPHA_TEST_ENABLED\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
"#endif //ALPHA_TEST_ENABLED\n"
@ -1767,10 +1772,11 @@ static const char parallax_occlusion_vert_glsl[] =
"#endif //VERTEX_TANGENT\n"
"#endif //VERTEX_TANGENT_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
"#else\n"
"#ifdef VERTEX_TEXCOORD\n"
" vTexCoord = aTexCoord0.st;\n"
" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
"#endif //VERTEX_TEXCOORD\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
" gl_Position = uMatrixMvp * position;\n"

View File

@ -239,11 +239,12 @@ define(`VERTEX_SHADER_NORMAL',
define(`VERTEX_SHADER_TEXCOORD',
`#ifdef VERTEX_TEXCOORD_BLEND'
vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);
vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),
vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);
`#else'
`#ifdef VERTEX_TEXCOORD'
vTexCoord = aTexCoord0.st;
vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);
`#endif //VERTEX_TEXCOORD'
`#endif //VERTEX_TEXCOORD_BLEND')