[Evas: Evas_3D] Refactor shader system: refactored shadow map shade mode.

Reviewers: cedric, jpeg

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2240
This commit is contained in:
Dmytro Dadyka 2015-03-25 10:37:16 -07:00 committed by Jean-Philippe ANDRE
parent a4d1cfa609
commit ea5375f4a2
3 changed files with 9 additions and 52 deletions

View File

@ -1141,8 +1141,8 @@ static const char const shadow_map_vert_glsl[] =
"uniform float uTexCoordWeight;\n"
"#endif //VERTEX_TEXCOORD_BLEND\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"#endif //TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"#endif //NEED_TEX_COORD\n"
"#endif //ALPHA_TEST_ENABLED\n"
"void main()\n"
"{\n"
@ -1156,7 +1156,7 @@ static const char const 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 = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"

View File

@ -1,8 +1,5 @@
#ifdef ALPHA_TEST_ENABLED
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD
FRAGMENT_SHADER_USE_TEX_COORD
#ifdef DIFFUSE

View File

@ -1,59 +1,19 @@
uniform mat4 uMatrixMvp;
#ifdef VERTEX_POSITION
attribute vec4 aPosition0;
#endif //VERTEX_POSITION
#ifdef VERTEX_POSITION_BLEND
attribute vec4 aPosition1;
uniform float uPositionWeight;
#endif //VERTEX_POSITION_BLEND
VERTEX_SHADER_USE_POSITION
#ifdef ALPHA_TEST_ENABLED
#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 //TEX_COORD
VERTEX_SHADER_USE_TEXCOORD
VERTEX_SHADER_NEED_TEX_COORD
#endif //ALPHA_TEST_ENABLED
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
VERTEX_SHADER_POSITION
#ifdef ALPHA_TEST_ENABLED
#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_TEXCOORD
#endif //ALPHA_TEST_ENABLED
gl_Position = uMatrixMvp * position;