forked from enlightenment/efl
Evas 3D: Add forgotten changes after generation of shaders
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@ -144,9 +144,10 @@ static const char const diffuse_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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@ -1032,9 +1033,10 @@ static const char const normal_map_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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@ -1052,9 +1054,10 @@ static const char const normal_map_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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@ -1073,9 +1076,10 @@ static const char const normal_map_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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@ -1090,9 +1094,10 @@ static const char const normal_map_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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