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

Reviewers: cedric, jpeg

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2229
This commit is contained in:
Dmytro Dadyka 2015-03-24 10:50:31 -07:00 committed by Jean-Philippe ANDRE
parent ffa7de039c
commit f95136f139
3 changed files with 27 additions and 98 deletions

View File

@ -1,47 +1,11 @@
#ifdef NEED_TEX_COORD
varying vec2 vTexCoord;
#endif //TEX_COORD
#ifdef FOG_ENABLED
uniform float uFogFactor;
uniform vec4 uFogColor;
#endif //FOG_ENABLED
#ifdef DIFFUSE
uniform vec4 uMaterialDiffuse;
#ifdef DIFFUSE_TEXTURE
uniform sampler2D uTextureDiffuse0;
#endif //DIFFUSE_TEXTURE
#ifdef DIFFUSE_TEXTURE_BLEND
uniform sampler2D uTextureDiffuse1;
uniform float uTextureDiffuseWeight;
#endif //DIFFUSE_TEXTURE_BLEND
#endif //DIFFUSE
FRAGMENT_SHADER_USE_TEX_COORD
FRAGMENT_SHADER_USE_FOG
FRAGMENT_SHADER_USE_DIFFUSE_TERM
void main() {
#ifdef DIFFUSE_TEXTURE_BLEND
gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *
uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *
(1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;
#else
#ifdef DIFFUSE_TEXTURE
gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;
#else
gl_FragColor = uMaterialDiffuse;
#endif //DIFFUSE_TEXTURE
#endif //DIFFUSE_TEXTURE_BLEND
#ifdef FOG_ENABLED
float z = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
#endif //FOG_ENABLED
vec4 color;
FRAGMENT_SHADER_TEXTURE_BLEND(DIFFUSE, Diffuse)
gl_FragColor = color;
FRAGMENT_SHADER_FOG_APPLY
}

View File

@ -1,52 +1,13 @@
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
#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 //NEED_TEX_COORD
VERTEX_SHADER_USE_POSITION
VERTEX_SHADER_USE_TEXCOORD
VERTEX_SHADER_NEED_TEX_COORD
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_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_POSITION
VERTEX_SHADER_TEXCOORD
gl_Position = uMatrixMvp * position;
}

View File

@ -94,7 +94,7 @@ static const char const diffuse_vert_glsl[] =
"#endif //NEED_TEX_COORD\n"
"void main()\n"
"{\n"
"#ifdef VERTEX_POSITION_BLEND\n"
" #ifdef VERTEX_POSITION_BLEND\n"
" vec4 position = aPosition0 * uPositionWeight +\n"
" aPosition1 * (1.0 - uPositionWeight);\n"
" position = vec4(position.xyz, 1.0);\n"
@ -103,7 +103,7 @@ static const char const diffuse_vert_glsl[] =
" vec4 position = vec4(aPosition0.xyz, 1.0);\n"
"#endif // VERTEX_POSITION\n"
"#endif //VERTEX_POSITION_BLEND\n"
"#ifdef VERTEX_TEXCOORD_BLEND\n"
" #ifdef VERTEX_TEXCOORD_BLEND\n"
" vTexCoord = aTexCoord0.st * uTexCoordWeight +\n"
" aTexCoord1.st * (1.0 - uTexCoordWeight);\n"
"#else\n"
@ -129,6 +129,7 @@ static const char const diffuse_frag_glsl[] =
"#endif //FOG_ENABLED\n"
"#ifdef DIFFUSE\n"
"uniform vec4 uMaterialDiffuse;\n"
"uniform vec4 uLightDiffuse;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
@ -138,20 +139,23 @@ static const char const diffuse_frag_glsl[] =
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"void main() {\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
" gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *\n"
" uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *\n"
" (1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;\n"
" vec4 color;\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
" color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +\n"
" texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
" gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;\n"
"#ifdef DIFFUSE_TEXTURE\n"
" color = texture2D(uTextureDiffuse0, vTexCoord);\n"
"#else\n"
" gl_FragColor = uMaterialDiffuse;\n"
" color = uMaterialDiffuse;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
" gl_FragColor = color;\n"
" \n"
"#ifdef FOG_ENABLED\n"
" float z = gl_FragCoord.z / gl_FragCoord.w;\n"
" float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);\n"
" float fogFactor = exp2(-uFogFactor * uFogFactor * z * z * 1.44);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
" gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);\n"
"#endif //FOG_ENABLED\n"