evas_canvas3d: Unification algorithm generation shadow
authorOleksandr Shcherbina <o.shcherbina@samsung.com>
Thu, 1 Oct 2015 10:08:14 +0000 (19:08 +0900)
committerChunEon Park <hermet@hermet.pe.kr>
Thu, 1 Oct 2015 10:08:14 +0000 (19:08 +0900)
commitfe92fac05f0306bea83a6c113daea35acde80398
tree51ca48edc9db1950975efdc91a0afadd372ff84d
parent7c8ca6b752b3f584b84aac78d8ee28bf6a6f562a
evas_canvas3d: Unification algorithm generation shadow

Summary:
Change type of texdepth from GL_R(doesn't support with GLES) to GL_RGBA.
Don't use useless additional framebuffers for shadows.
Use same shader code for generation shadow map texture.
Turn always using software alpha-test.
It reduce and simplify code in general.

Reviewers: cedric, Hermet

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D3115
src/modules/evas/engines/gl_common/evas_gl_3d.c
src/modules/evas/engines/gl_common/evas_gl_3d_private.h
src/modules/evas/engines/gl_common/evas_gl_3d_shader.c
src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
src/modules/evas/engines/gl_common/shader_3d/include.shd
src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd