[Evas: Evas_3D] Refactor shader system: refactored shadow map shade mode.
Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2240
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@ -1141,8 +1141,8 @@ static const char const shadow_map_vert_glsl[] =
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"uniform float uTexCoordWeight;\n"
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"#endif //VERTEX_TEXCOORD_BLEND\n"
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"#ifdef NEED_TEX_COORD\n"
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"varying vec2 vTexCoord;\n"
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"#endif //TEX_COORD\n"
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"varying vec2 vTexCoord;\n"
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"#endif //NEED_TEX_COORD\n"
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"#endif //ALPHA_TEST_ENABLED\n"
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"void main()\n"
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"{\n"
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@ -1156,7 +1156,7 @@ static const char const shadow_map_vert_glsl[] =
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"#endif // VERTEX_POSITION\n"
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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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" #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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@ -1,8 +1,5 @@
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#ifdef ALPHA_TEST_ENABLED
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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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FRAGMENT_SHADER_USE_TEX_COORD
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#ifdef DIFFUSE
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@ -1,59 +1,19 @@
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uniform mat4 uMatrixMvp;
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#ifdef VERTEX_POSITION
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attribute vec4 aPosition0;
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#endif //VERTEX_POSITION
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#ifdef VERTEX_POSITION_BLEND
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attribute vec4 aPosition1;
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uniform float uPositionWeight;
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#endif //VERTEX_POSITION_BLEND
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VERTEX_SHADER_USE_POSITION
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#ifdef ALPHA_TEST_ENABLED
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#ifdef VERTEX_TEXCOORD
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attribute vec4 aTexCoord0;
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#endif //VERTEX_TEXCOORD
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#ifdef VERTEX_TEXCOORD_BLEND
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attribute vec4 aTexCoord1;
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uniform float uTexCoordWeight;
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#endif //VERTEX_TEXCOORD_BLEND
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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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VERTEX_SHADER_USE_TEXCOORD
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VERTEX_SHADER_NEED_TEX_COORD
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#endif //ALPHA_TEST_ENABLED
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void main()
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{
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#ifdef VERTEX_POSITION_BLEND
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vec4 position = aPosition0 * uPositionWeight +
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aPosition1 * (1.0 - uPositionWeight);
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position = vec4(position.xyz, 1.0);
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#else
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#ifdef VERTEX_POSITION
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vec4 position = vec4(aPosition0.xyz, 1.0);
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#endif // VERTEX_POSITION
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#endif //VERTEX_POSITION_BLEND
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VERTEX_SHADER_POSITION
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#ifdef ALPHA_TEST_ENABLED
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#ifdef VERTEX_TEXCOORD_BLEND
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vTexCoord = aTexCoord0.st * uTexCoordWeight +
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aTexCoord1.st * (1.0 - uTexCoordWeight);
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#else
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#ifdef VERTEX_TEXCOORD
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vTexCoord = aTexCoord0.st;
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#endif //VERTEX_TEXCOORD
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#endif //VERTEX_TEXCOORD_BLEND
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VERTEX_SHADER_TEXCOORD
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#endif //ALPHA_TEST_ENABLED
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gl_Position = uMatrixMvp * position;
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