forked from enlightenment/efl
[Evas: Evas_3D] Refactor shader system: refactored normal map shade mode.
Reviewers: cedric, jpeg Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2232
This commit is contained in:
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02da66541f
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06978b210b
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@ -844,7 +844,7 @@ static const char const normal_map_vert_glsl[] =
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"#endif //VERTEX_TANGENT\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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@ -853,7 +853,7 @@ static const char const normal_map_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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@ -869,7 +869,7 @@ static const char const normal_map_vert_glsl[] =
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" vec3 tangent = aTangent0.xyz;\n"
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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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" #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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@ -909,6 +909,16 @@ static const char const normal_map_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 NORMAL_TEXTURE_BLEND\n"
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"uniform sampler2D uTextureNormal1;\n"
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@ -1018,14 +1028,15 @@ static const char const normal_map_frag_glsl[] =
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" if (factor > 0.0)\n"
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" {\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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" \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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"#else\n"
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"#ifdef DIFFUSE_TEXTURE\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord);\n"
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"#ifdef DIFFUSE_TEXTURE\n"
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" color = texture2D(uTextureDiffuse0, vTexCoord);\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 * factor;\n"
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@ -1037,14 +1048,15 @@ static const char const normal_map_frag_glsl[] =
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" if (factor > 0.0)\n"
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" {\n"
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" factor = pow(factor, uMaterialShininess);\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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" \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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"#else\n"
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"#ifdef SPECULAR_TEXTURE\n"
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" color = texture2D(uTextureSpecular0, vTexCoord);\n"
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"#ifdef SPECULAR_TEXTURE\n"
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" color = texture2D(uTextureSpecular0, vTexCoord);\n"
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"#else\n"
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" color = uMaterialSpecular;\n"
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" color = uMaterialSpecular;\n"
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"#endif //SPECULAR_TEXTURE\n"
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"#endif //SPECULAR_TEXTURE_BLEND\n"
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" gl_FragColor += uLightSpecular * color * factor;\n"
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@ -1057,11 +1069,12 @@ static const char const normal_map_frag_glsl[] =
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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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"#ifdef AMBIENT\n"
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"#ifdef AMBIENT_TEXTURE_BLEND\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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"#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);\n"
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"#else\n"
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" color = uMaterialAmbient;\n"
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@ -1073,11 +1086,12 @@ static const char const normal_map_frag_glsl[] =
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" gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));\n"
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"#endif //LIGHT_ATTENUATION\n"
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"#ifdef EMISSION\n"
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"#ifdef EMISSION_TEXTURE_BLEND\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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"#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);\n"
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"#else\n"
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" color = uMaterialEmission;\n"
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@ -1086,18 +1100,6 @@ static const char const normal_map_frag_glsl[] =
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" gl_FragColor += color;\n"
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"#endif //EMISSION\n"
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"}\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 main() {\n"
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"#ifdef SHADOWED\n"
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" shadow = pcf(vLightPosition, 1.0 / 200.0);\n"
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@ -1105,7 +1107,7 @@ static const char const normal_map_frag_glsl[] =
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" fragmentNormalMap();\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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@ -3,20 +3,9 @@ varying vec3 vLightHalfVector;
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uniform sampler2D uTextureNormal0;
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varying vec3 vEyeVector;
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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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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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#ifdef NORMAL_TEXTURE_BLEND
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uniform sampler2D uTextureNormal1;
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@ -27,75 +16,11 @@ uniform float uTextureNormalWeight;
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varying vec3 vNormal;
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#endif //VERTEX_TANGENT
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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 LIGHT_SPOT
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uniform vec3 uLightSpotDir;
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uniform float uLightSpotExp;
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uniform float uLightSpotCutoffCos;
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#endif //LIGHT_SPOT
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#ifdef LIGHT_ATTENUATION
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varying float vLightDist;
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#endif //LIGHT_ATTENUATION
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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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FRAGMENT_SHADER_USE_LIGHT
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#ifndef VERTEX_TANGENT
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@ -159,19 +84,7 @@ void fragmentNormalMap()
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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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#else
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#ifdef DIFFUSE_TEXTURE
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color = texture2D(uTextureDiffuse0, vTexCoord);
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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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FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse)
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gl_FragColor = uLightDiffuse * color * factor;
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#else
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if (factor > 0.0)
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{
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factor = pow(factor, uMaterialShininess);
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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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#else
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#ifdef SPECULAR_TEXTURE
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color = texture2D(uTextureSpecular0, vTexCoord);
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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 * factor;
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}
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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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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#else
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#ifdef AMBIENT_TEXTURE
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color = texture2D(uTextureAmbient0, vTexCoord);
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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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#else
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#ifdef EMISSION_TEXTURE
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color = texture2D(uTextureEmission0, vTexCoord);
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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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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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#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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void main() {
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#ifdef SHADOWED
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fragmentNormalMap();
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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);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
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#endif //FOG_ENABLED
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FRAGMENT_SHADER_FOG_APPLY
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}
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@ -10,28 +10,9 @@ varying vec3 vEyeVector;
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varying vec3 vNormal;
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#endif //VERTEX_TANGENT
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#ifdef SHADOWED
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uniform mat4 uMatrixLight;
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varying vec4 vLightPosition;
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#endif //SHADOWED
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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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#ifdef VERTEX_NORMAL
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attribute vec4 aNormal0;
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#endif //VERTEX_NORMAL
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#ifdef VERTEX_NORMAL_BLEND
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attribute vec4 aNormal1;
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uniform float uNormalWeight;
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#endif //VERTEX_NORMAL_BLEND
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VERTEX_SHADER_USE_SHADOWS
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VERTEX_SHADER_USE_POSITION
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VERTEX_SHADER_USE_NORMALS
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#ifdef VERTEX_TANGENT
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attribute vec4 aTangent0;
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@ -42,22 +23,9 @@ attribute vec4 aTangent1;
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uniform float uTangentWeight;
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#endif //VERTEX_TANGENT_BLEND
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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 //NEED_TEX_COORD
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#ifdef LIGHT_ATTENUATION
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varying float vLightDist;
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#endif //LIGHT_ATTENUATION
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VERTEX_SHADER_USE_TEXCOORD
|
||||
VERTEX_SHADER_NEED_TEX_COORD
|
||||
VERTEX_SHADER_USE_LIGHT_ATTENUATION
|
||||
|
||||
#ifndef VERTEX_TANGENT
|
||||
void vertexNormalMap(vec4 position, vec3 normal)
|
||||
|
@ -130,28 +98,8 @@ void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent)
|
|||
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
|
||||
VERTEX_SHADER_POSITION
|
||||
VERTEX_SHADER_NORMAL
|
||||
|
||||
#ifdef VERTEX_TANGENT_BLEND
|
||||
vec3 tangent = aTangent0.xyz * uTangentWeight +
|
||||
|
@ -164,16 +112,7 @@ void main()
|
|||
|
||||
#endif //VERTEX_TANGENT_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_TEXCOORD
|
||||
|
||||
gl_Position = uMatrixMvp * position;
|
||||
|
||||
|
|
Loading…
Reference in New Issue