From c4cd274ad9dd04f23e7c3291f5a6609415015122 Mon Sep 17 00:00:00 2001 From: Jean-Philippe ANDRE Date: Tue, 24 Mar 2015 11:45:32 -0700 Subject: [PATCH] Evas 3D: Add forgotten changes after generation of shaders --- .../gl_common/shader_3d/evas_gl_3d_shaders.x | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) diff --git a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x index 8377e39f05..26501a6c28 100644 --- a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x +++ b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x @@ -144,9 +144,10 @@ static const char const diffuse_frag_glsl[] = "#ifdef DIFFUSE_TEXTURE_BLEND\n" " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" + " color *= uMaterialDiffuse;\n" "#else\n" "#ifdef DIFFUSE_TEXTURE\n" - " color = texture2D(uTextureDiffuse0, vTexCoord);\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n" "#else\n" " color = uMaterialDiffuse;\n" "#endif //DIFFUSE_TEXTURE\n" @@ -1032,9 +1033,10 @@ static const char const normal_map_frag_glsl[] = "#ifdef DIFFUSE_TEXTURE_BLEND\n" " color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n" " texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n" + " color *= uMaterialDiffuse;\n" "#else\n" "#ifdef DIFFUSE_TEXTURE\n" - " color = texture2D(uTextureDiffuse0, vTexCoord);\n" + " color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n" "#else\n" " color = uMaterialDiffuse;\n" "#endif //DIFFUSE_TEXTURE\n" @@ -1052,9 +1054,10 @@ static const char const normal_map_frag_glsl[] = "#ifdef SPECULAR_TEXTURE_BLEND\n" " color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +\n" " texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);\n" + " color *= uMaterialSpecular;\n" "#else\n" "#ifdef SPECULAR_TEXTURE\n" - " color = texture2D(uTextureSpecular0, vTexCoord);\n" + " color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;\n" "#else\n" " color = uMaterialSpecular;\n" "#endif //SPECULAR_TEXTURE\n" @@ -1073,9 +1076,10 @@ static const char const normal_map_frag_glsl[] = "#ifdef AMBIENT_TEXTURE_BLEND\n" " color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +\n" " texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);\n" + " color *= uMaterialAmbient;\n" "#else\n" "#ifdef AMBIENT_TEXTURE\n" - " color = texture2D(uTextureAmbient0, vTexCoord);\n" + " color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;\n" "#else\n" " color = uMaterialAmbient;\n" "#endif //AMBIENT_TEXTURE\n" @@ -1090,9 +1094,10 @@ static const char const normal_map_frag_glsl[] = "#ifdef EMISSION_TEXTURE_BLEND\n" " color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +\n" " texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);\n" + " color *= uMaterialEmission;\n" "#else\n" "#ifdef EMISSION_TEXTURE\n" - " color = texture2D(uTextureEmission0, vTexCoord);\n" + " color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;\n" "#else\n" " color = uMaterialEmission;\n" "#endif //EMISSION_TEXTURE\n"