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>
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@ -143,10 +143,11 @@ static const char diffuse_vert_glsl[] =
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"#endif // VERTEX_POSITION\n"
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"#endif //VERTEX_POSITION_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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@ -359,10 +360,11 @@ static const char flat_vert_glsl[] =
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"#endif //VERTEX_NORMAL\n"
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"#endif //VERTEX_NORMAL_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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@ -686,10 +688,11 @@ static const char phong_vert_glsl[] =
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"#endif //VERTEX_NORMAL\n"
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"#endif //VERTEX_NORMAL_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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@ -1104,10 +1107,11 @@ static const char normal_map_vert_glsl[] =
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"#endif //VERTEX_TANGENT\n"
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"#endif //VERTEX_TANGENT_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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@ -1475,10 +1479,11 @@ static const char shadow_map_vert_glsl[] =
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"#endif //VERTEX_POSITION_BLEND\n"
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"#ifdef ALPHA_TEST_ENABLED\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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"#endif //ALPHA_TEST_ENABLED\n"
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@ -1767,10 +1772,11 @@ static const char parallax_occlusion_vert_glsl[] =
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"#endif //VERTEX_TANGENT\n"
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"#endif //VERTEX_TANGENT_BLEND\n"
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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
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" vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),\n"
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" vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);\n"
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"#else\n"
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"#ifdef VERTEX_TEXCOORD\n"
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" vTexCoord = aTexCoord0.st;\n"
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" vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);\n"
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"#endif //VERTEX_TEXCOORD\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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@ -239,11 +239,12 @@ define(`VERTEX_SHADER_NORMAL',
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define(`VERTEX_SHADER_TEXCOORD',
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`#ifdef VERTEX_TEXCOORD_BLEND'
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vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);
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vTexCoord = mix(vec2(aTexCoord1.s, 1.0 - aTexCoord1.t),
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vec2(aTexCoord0.s, 1.0 - aTexCoord0.t), uTexCoordWeight);
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`#else'
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`#ifdef VERTEX_TEXCOORD'
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vTexCoord = aTexCoord0.st;
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vTexCoord = vec2(aTexCoord0.s, 1.0 - aTexCoord0.t);
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`#endif //VERTEX_TEXCOORD'
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`#endif //VERTEX_TEXCOORD_BLEND')
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