[Evas: Evas_3D] Refactor shader system: refactored flat shade mode.
Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2224
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ce5a912419
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@ -252,7 +252,7 @@ static const char const flat_vert_glsl[] =
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"}\n"
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"void main()\n"
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"{\n"
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"#ifdef VERTEX_POSITION_BLEND\n"
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" #ifdef VERTEX_POSITION_BLEND\n"
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" vec4 position = aPosition0 * uPositionWeight +\n"
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" aPosition1 * (1.0 - uPositionWeight);\n"
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" position = vec4(position.xyz, 1.0);\n"
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@ -261,7 +261,7 @@ static const char const flat_vert_glsl[] =
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" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
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"#endif // VERTEX_POSITION\n"
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"#endif //VERTEX_POSITION_BLEND\n"
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"#ifdef VERTEX_NORMAL_BLEND\n"
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" #ifdef VERTEX_NORMAL_BLEND\n"
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" vec3 normal = aNormal0.xyz * uNormalWeight +\n"
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" aNormal1.xyz * (1.0 - uNormalWeight);\n"
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"#else\n"
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@ -269,7 +269,7 @@ static const char const flat_vert_glsl[] =
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" vec3 normal = aNormal0.xyz;\n"
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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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" #ifdef VERTEX_TEXCOORD_BLEND\n"
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" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
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" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
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"#else\n"
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@ -279,9 +279,9 @@ static const char const flat_vert_glsl[] =
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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" gl_Position = uMatrixMvp * position;\n"
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" vertexFlat(position, normal);\n"
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"#ifdef SHADOWED\n"
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" #ifdef SHADOWED\n"
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" vLightPosition = uMatrixLight * position;\n"
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"#endif\n"
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"#endif //SHADOWED\n"
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"}\n";
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static const char const flat_frag_glsl[] =
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@ -302,6 +302,16 @@ static const char const flat_frag_glsl[] =
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"varying vec4 vLightPosition;\n"
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"uniform sampler2D uShadowMap;\n"
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"float shadow;\n"
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"float pcf(vec4 lpos, float size)\n"
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" {\n"
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" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
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" float i, j, randx, randy, shadow;\n"
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" shadow = 0.0;\n"
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" for (i = -4.0; i < 4.0; i++)\n"
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" for (j = -4.0; j < 4.0; j++)\n"
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" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i / 8.0, j / 8.0)*size).x);\n"
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" return shadow / 64.0;\n"
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"}\n"
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"#endif //SHADOWED\n"
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"#ifdef DIFFUSE\n"
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"uniform vec4 uMaterialDiffuse;\n"
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@ -347,44 +357,34 @@ static const char const flat_frag_glsl[] =
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"uniform float uTextureEmissionWeight;\n"
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"#endif //EMISSION_TEXTURE_BLEND\n"
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"#endif //EMISSION\n"
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"#ifdef SHADOWED\n"
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"float pcf(vec4 lpos, float size)\n"
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"{\n"
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" vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;\n"
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" float i, j, randx, randy, shadow;\n"
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" shadow = 0.0;\n"
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" for (i = -4.0; i < 4.0; i++)\n"
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" for (j = -4.0; j < 4.0; j++)\n"
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" shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);\n"
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" return shadow / 64.0;\n"
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"}\n"
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"#endif //SHADOWED\n"
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"void fragmentFlat()\n"
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"{\n"
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" vec4 color;\n"
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"#ifdef DIFFUSE\n"
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"#ifdef DIFFUSE_TEXTURE_BLEND\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
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" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
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" color *= uMaterialDiffuse;\n"
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" \n"
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"#ifdef DIFFUSE_TEXTURE_BLEND\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
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" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
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" color *= uMaterialDiffuse;\n"
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"#else\n"
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"#ifdef DIFFUSE_TEXTURE\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
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"#else\n"
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" color = uMaterialDiffuse;\n"
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" color = uMaterialDiffuse;\n"
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"#endif //DIFFUSE_TEXTURE\n"
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"#endif //DIFFUSE_TEXTURE_BLEND\n"
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" gl_FragColor = uLightDiffuse * color * vFactor.x;\n"
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" gl_FragColor = uLightDiffuse * color * vFactor.x;\n"
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"#else\n"
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
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"#endif //DIFFUSE\n"
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"#ifdef SPECULAR\n"
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"#ifdef SPECULAR_TEXTURE_BLEND\n"
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" \n"
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"#ifdef SPECULAR_TEXTURE_BLEND\n"
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" color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n"
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" texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n"
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" color *= uMaterialSpecular;\n"
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"#else\n"
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"#ifdef SPECULAR_TEXTURE\n"
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"#ifdef SPECULAR_TEXTURE\n"
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" color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n"
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"#else\n"
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" color = uMaterialSpecular;\n"
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@ -395,13 +395,14 @@ static const char const flat_frag_glsl[] =
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"#ifdef SHADOWED\n"
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" gl_FragColor *= shadow;\n"
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"#endif //SHADOWED\n"
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"#ifdef E3D_SHADER_FLAG_AMBIENT\n"
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"#ifdef AMBIENT_TEXTURE_BLEND\n"
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"#ifdef AMBIENT\n"
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" \n"
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"#ifdef AMBIENT_TEXTURE_BLEND\n"
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" color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n"
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" texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n"
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" color *= uMaterialAmbient;\n"
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"#else\n"
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"#ifdef AMBIENT_TEXTURE\n"
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"#ifdef AMBIENT_TEXTURE\n"
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" color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n"
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"#else\n"
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" color = uMaterialAmbient;\n"
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@ -409,13 +410,14 @@ static const char const flat_frag_glsl[] =
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"#endif //AMBIENT_TEXTURE_BLEND\n"
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" gl_FragColor += uLightAmbient * color;\n"
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"#endif //AMBIENT\n"
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"#ifdef EMISSION\n"
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"#ifdef EMISSION_TEXTURE_BLEND\n"
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"#ifdef EMISSION\n"
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" \n"
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"#ifdef EMISSION_TEXTURE_BLEND\n"
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" color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n"
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" texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n"
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" color *= uMaterialEmission;\n"
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"#else\n"
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"#ifdef EMISSION_TEXTURE\n"
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"#ifdef EMISSION_TEXTURE\n"
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" color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n"
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"#else\n"
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" color = uMaterialEmission;\n"
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@ -429,9 +431,10 @@ static const char const flat_frag_glsl[] =
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" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
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"#endif //SHADOWED\n"
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" fragmentFlat();\n"
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" \n"
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"#ifdef FOG_ENABLED\n"
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" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
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" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
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" float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
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" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
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" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
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"#endif //FOG_ENABLED\n"
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@ -637,9 +640,10 @@ static const char const phong_frag_glsl[] =
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"#ifdef DIFFUSE_TEXTURE_BLEND\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
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" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
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" color *= uMaterialDiffuse;\n"
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"#else\n"
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"#ifdef DIFFUSE_TEXTURE\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord);\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
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"#else\n"
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" color = uMaterialDiffuse;\n"
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"#endif //DIFFUSE_TEXTURE\n"
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@ -658,9 +662,10 @@ static const char const phong_frag_glsl[] =
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"#ifdef SPECULAR_TEXTURE_BLEND\n"
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" color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n"
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" texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n"
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" color *= uMaterialSpecular;\n"
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"#else\n"
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"#ifdef SPECULAR_TEXTURE\n"
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" color = texture2D(uTextureSpecular0, vTexCoord);\n"
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" color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n"
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"#else\n"
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" color = uMaterialSpecular;\n"
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"#endif //SPECULAR_TEXTURE\n"
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@ -679,9 +684,10 @@ static const char const phong_frag_glsl[] =
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"#ifdef AMBIENT_TEXTURE_BLEND\n"
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" color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n"
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" texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n"
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" color *= uMaterialAmbient;\n"
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"#else\n"
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"#ifdef AMBIENT_TEXTURE\n"
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" color = texture2D(uTextureAmbient0, vTexCoord);\n"
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" color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n"
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"#else\n"
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" color = uMaterialAmbient;\n"
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"#endif //AMBIENT_TEXTURE\n"
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@ -698,9 +704,10 @@ static const char const phong_frag_glsl[] =
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"#ifdef EMISSION_TEXTURE_BLEND\n"
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" color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n"
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" texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n"
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" color *= uMaterialEmission;\n"
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"#else\n"
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"#ifdef EMISSION_TEXTURE\n"
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" color = texture2D(uTextureEmission0, vTexCoord);\n"
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" color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n"
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"#else\n"
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" color = uMaterialEmission;\n"
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"#endif //EMISSION_TEXTURE\n"
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@ -1,92 +1,12 @@
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varying vec2 vFactor;
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#ifdef NEED_TEX_COORD
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varying vec2 vTexCoord;
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#endif //TEX_COORD
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#ifdef FOG_ENABLED
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uniform float uFogFactor;
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uniform vec4 uFogColor;
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#endif //FOG_ENABLED
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#ifdef SHADOWED
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varying vec4 vLightPosition;
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uniform sampler2D uShadowMap;
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float shadow;
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#endif //SHADOWED
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#ifdef DIFFUSE
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uniform vec4 uMaterialDiffuse;
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uniform vec4 uLightDiffuse;
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#ifdef DIFFUSE_TEXTURE
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uniform sampler2D uTextureDiffuse0;
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#endif //DIFFUSE_TEXTURE
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#ifdef DIFFUSE_TEXTURE_BLEND
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uniform sampler2D uTextureDiffuse1;
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uniform float uTextureDiffuseWeight;
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#endif //DIFFUSE_TEXTURE_BLEND
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#endif //DIFFUSE
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#ifdef SPECULAR
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uniform vec4 uLightSpecular;
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uniform float uMaterialShininess;
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uniform vec4 uMaterialSpecular;
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#ifdef SPECULAR_TEXTURE
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uniform sampler2D uTextureSpecular0;
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#endif //SPECULAR_TEXTURE
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#ifdef SPECULAR_TEXTURE_BLEND
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uniform sampler2D uTextureSpecular1;
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uniform float uTextureSpecularWeight;
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#endif //SPECULAR_TEXTURE_BLEND
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#endif //SPECULAR
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#ifdef AMBIENT
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uniform vec4 uMaterialAmbient;
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uniform vec4 uLightAmbient;
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#ifdef AMBIENT_TEXTURE
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uniform sampler2D uTextureAmbient0;
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#endif //AMBIENT_TEXTURE
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#ifdef AMBIENT_TEXTURE_BLEND
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uniform sampler2D uTextureAmbient1;
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uniform float uTextureAmbientWeight;
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#endif //AMBIENT_TEXTURE_BLEND
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#endif //AMBIENT
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#ifdef EMISSION
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uniform vec4 uMaterialEmission;
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#ifdef EMISSION_TEXTURE
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uniform sampler2D uTextureEmission0;
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#endif //EMISSION_TEXTURE
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#ifdef EMISSION_TEXTURE_BLEND
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uniform sampler2D uTextureEmission1;
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uniform float uTextureEmissionWeight;
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#endif //EMISSION_TEXTURE_BLEND
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#endif //EMISSION
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#ifdef SHADOWED
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float pcf(vec4 lpos, float size)
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{
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vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
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float i, j, randx, randy, shadow;
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shadow = 0.0;
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for (i = -4.0; i < 4.0; i++)
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for (j = -4.0; j < 4.0; j++)
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shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
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return shadow / 64.0;
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}
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#endif //SHADOWED
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FRAGMENT_SHADER_USE_TEX_COORD
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FRAGMENT_SHADER_USE_FOG
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FRAGMENT_SHADER_USE_SHADOWS
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FRAGMENT_SHADER_USE_DIFFUSE_TERM
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FRAGMENT_SHADER_USE_SPECULAR_TERM
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FRAGMENT_SHADER_USE_AMBIENT_TERM
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FRAGMENT_SHADER_USE_EMISSION_TERM
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void fragmentFlat()
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{
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#ifdef DIFFUSE
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#ifdef DIFFUSE_TEXTURE_BLEND
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color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
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texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
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color *= uMaterialDiffuse;
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FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse)
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gl_FragColor = uLightDiffuse * color * vFactor.x;
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#else
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#ifdef DIFFUSE_TEXTURE
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color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;
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#else
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color = uMaterialDiffuse;
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#endif //DIFFUSE_TEXTURE
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#endif //DIFFUSE_TEXTURE_BLEND
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gl_FragColor = uLightDiffuse * color * vFactor.x;
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#else
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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#endif //DIFFUSE
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#ifdef SPECULAR
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#ifdef SPECULAR_TEXTURE_BLEND
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color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
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texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
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color *= uMaterialSpecular;
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#else
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#ifdef SPECULAR_TEXTURE
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color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;
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#else
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color = uMaterialSpecular;
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#endif //SPECULAR_TEXTURE
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#endif //SPECULAR_TEXTURE_BLEND
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FRAGMENT_SHADER_TEXTURE_BLEND(SPECULAR, Specular)
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gl_FragColor += uLightSpecular * color * vFactor.y;
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#endif //SPECULAR
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gl_FragColor *= shadow;
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#endif //SHADOWED
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#ifdef E3D_SHADER_FLAG_AMBIENT
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#ifdef AMBIENT
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#ifdef AMBIENT_TEXTURE_BLEND
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color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
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texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
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color *= uMaterialAmbient;
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#else
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#ifdef AMBIENT_TEXTURE
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color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;
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#else
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color = uMaterialAmbient;
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#endif //AMBIENT_TEXTURE
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#endif //AMBIENT_TEXTURE_BLEND
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FRAGMENT_SHADER_TEXTURE_BLEND(AMBIENT, Ambient)
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gl_FragColor += uLightAmbient * color;
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#endif //AMBIENT
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#ifdef EMISSION
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#ifdef EMISSION_TEXTURE_BLEND
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color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
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texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
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color *= uMaterialEmission;
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#else
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#ifdef EMISSION_TEXTURE
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color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;
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#else
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color = uMaterialEmission;
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#endif //EMISSION_TEXTURE
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||||
|
||||
#endif //EMISSION_TEXTURE_BLEND
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||||
#ifdef EMISSION
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||||
|
||||
FRAGMENT_SHADER_TEXTURE_BLEND(EMISSION, Emission)
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gl_FragColor += color;
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||||
#endif //EMISSION
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||||
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||||
|
@ -185,11 +53,5 @@ void main() {
|
|||
|
||||
fragmentFlat();
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||||
|
||||
#ifdef FOG_ENABLED
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||||
float z = gl_FragCoord.z / gl_FragCoord.w;
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||||
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
|
||||
}
|
||||
|
|
|
@ -4,41 +4,11 @@ uniform mat4 uMatrixModelview;
|
|||
uniform vec4 uLightPosition;
|
||||
varying vec2 vFactor;
|
||||
|
||||
#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
|
||||
VERTEX_SHADER_USE_SHADOWS
|
||||
VERTEX_SHADER_USE_POSITION
|
||||
VERTEX_SHADER_USE_NORMALS
|
||||
VERTEX_SHADER_USE_TEXCOORD
|
||||
VERTEX_SHADER_NEED_TEX_COORD
|
||||
|
||||
#ifdef LIGHT_SPOT
|
||||
uniform vec3 uLightSpotDir;
|
||||
|
@ -111,44 +81,12 @@ void vertexFlat(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;
|
||||
vertexFlat(position, normal);
|
||||
|
||||
#ifdef SHADOWED
|
||||
vLightPosition = uMatrixLight * position;
|
||||
#endif
|
||||
VERTEX_SHADER_SHADOWED
|
||||
}
|
||||
|
|
|
@ -63,9 +63,10 @@ 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);
|
||||
color *= uMaterial$2;
|
||||
#else
|
||||
#ifdef $1_TEXTURE
|
||||
color = texture2D(uTexture$2`0', vTexCoord);
|
||||
color = texture2D(uTexture$2`0', vTexCoord) * uMaterial$2;
|
||||
#else
|
||||
color = uMaterial$2;
|
||||
#endif //$1_TEXTURE
|
||||
|
|
Loading…
Reference in New Issue