/config.rpath
/coverage
/src/lib/ecore_x/ecore_x_vsync
+/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
Session.vim
modules/evas/engines/gl_common/evas_gl_api_gles1.c \
modules/evas/engines/gl_common/evas_gl_api_ext.c \
modules/evas/engines/gl_common/shader/evas_gl_shaders.x \
+modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \
modules/evas/engines/gl_common/shader/evas_gl_enum.x
# 3D
modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x
+# NOTE: order here should be equal with modes in file Evas_Eo.h
+GL_SHADERS_3D_GEN = \
+modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd \
+modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd \
+modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd \
+modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd \
+modules/evas/engines/gl_common/shader_3d/flat_vert.shd \
+modules/evas/engines/gl_common/shader_3d/flat_frag.shd \
+modules/evas/engines/gl_common/shader_3d/phong_vert.shd \
+modules/evas/engines/gl_common/shader_3d/phong_frag.shd \
+modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd \
+modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd \
+modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd \
+modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \
+modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \
+modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \
+$(NULL)
+
+EXTRA_DIST += \
+modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh
+
+BUILT_SOURCES += \
+modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
+
+modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x: modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh $(GL_SHADERS_3D_GEN)
+ @echo " SHADERS_3D $@"
+ @modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh $(GL_SHADERS_3D_GEN)
+
+
GL_GENERIC_SOURCES = \
modules/evas/engines/gl_generic/evas_engine.c \
modules/evas/engines/gl_generic/Evas_Engine_GL_Generic.h
}
if (pdmesh->shadowed)
- data->flags |= E3D_SHADER_FLAG_SHADOWED;
+ data->flags |= E3D_SHADER_FLAG_SHADOWED;
if (pdmesh->color_pick_enabled)
- {
- data->flags |= E3D_SHADER_FLAG_COLOR_PICK_ENABLED;
- data->color_pick_key = pdmesh->color_pick_key;
- }
+ data->color_pick_key = pdmesh->color_pick_key;
data->blending = pdmesh->blending;
data->blend_sfactor = pdmesh->blend_sfactor;
typedef struct _E3D_Draw_Data E3D_Draw_Data;
typedef unsigned long E3D_Shader_Flag;
+// NOTE: order here should be equal with flag names in file evas_gl_3d_shader.c
#define E3D_SHADER_FLAG_NORMALIZE_NORMALS (1 << 0)
#define E3D_SHADER_FLAG_VERTEX_POSITION (1 << 1)
#define E3D_SHADER_FLAG_VERTEX_POSITION_BLEND (1 << 2)
#define E3D_SHADER_FLAG_DIFFUSE (1 << 15)
#define E3D_SHADER_FLAG_SPECULAR (1 << 16)
#define E3D_SHADER_FLAG_EMISSION (1 << 17)
-#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 19)
-#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 20)
-#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 21)
-#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 22)
-#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 23)
-#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 24)
-#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 25)
-#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 26)
-#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 27)
-#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 28)
-#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 29)
-#define E3D_SHADER_FLAG_SHADOWED (1 << 30)
-#define E3D_SHADER_FLAG_COLOR_PICK_ENABLED (1 << 31)
+#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE (1 << 18)
+#define E3D_SHADER_FLAG_AMBIENT_TEXTURE (1 << 19)
+#define E3D_SHADER_FLAG_SPECULAR_TEXTURE (1 << 20)
+#define E3D_SHADER_FLAG_EMISSION_TEXTURE (1 << 21)
+#define E3D_SHADER_FLAG_NORMAL_TEXTURE (1 << 22)
+#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND (1 << 23)
+#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND (1 << 24)
+#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND (1 << 25)
+#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND (1 << 26)
+#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND (1 << 27)
+#define E3D_SHADER_FLAG_FOG_ENABLED (1 << 28)
+#define E3D_SHADER_FLAG_SHADOWED (1 << 29)
+#define E3D_SHADER_FLAG_COUNT 30
static inline Eina_Bool
_flags_need_tex_coord(E3D_Shader_Flag flags)
#include "evas_gl_3d_private.h"
+#include "shader_3d/evas_gl_3d_shaders.x"
typedef enum _E3D_Uniform
{
E3D_UNIFORM_COUNT,
} E3D_Uniform;
+static const char *shader_flag_names[] =
+{
+ "NORMALIZE_NORMALS",
+ "VERTEX_POSITION",
+ "VERTEX_POSITION_BLEND",
+ "VERTEX_NORMAL",
+ "VERTEX_NORMAL_BLEND",
+ "VERTEX_TANGENT",
+ "VERTEX_TANGENT_BLEND",
+ "VERTEX_COLOR",
+ "VERTEX_COLOR_BLEND",
+ "VERTEX_TEXCOORD",
+ "VERTEX_TEXCOORD_BLEND",
+ "LIGHT_DIRECTIONAL",
+ "LIGHT_SPOT",
+ "LIGHT_ATTENUATION",
+ "AMBIENT",
+ "DIFFUSE",
+ "SPECULAR",
+ "EMISSION",
+ "DIFFUSE_TEXTURE",
+ "AMBIENT_TEXTURE",
+ "SPECULAR_TEXTURE",
+ "EMISSION_TEXTURE",
+ "NORMAL_TEXTURE",
+ "DIFFUSE_TEXTURE_BLEND",
+ "AMBIENT_TEXTURE_BLEND",
+ "SPECULAR_TEXTURE_BLEND",
+ "EMISSION_TEXTURE_BLEND",
+ "NORMAL_TEXTURE_BLEND",
+ "FOG_ENABLED",
+ "SHADOWED"
+};
+
typedef struct _E3D_Shader_String
{
char *str;
shader->count += len;
}
-#define ADD_LINE(str) _shader_string_add(shader, str"\n")
-
-static void
-_vertex_shader_string_variable_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
-{
- ADD_LINE("uniform mat4 uMatrixMvp;");
-
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("uniform mat4 uMatrixLight;");
- ADD_LINE("varying vec4 lpos;");
- }
-
- /* Vertex attributes. */
- if (flags & E3D_SHADER_FLAG_VERTEX_POSITION)
- ADD_LINE("attribute vec4 aPosition0;");
-
- if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND)
- {
- ADD_LINE("attribute vec4 aPosition1;");
- ADD_LINE("uniform float uPositionWeight;");
- }
-
- else if (mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) return;
-
- if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL)
- ADD_LINE("attribute vec4 aNormal0;");
-
- if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND)
- {
- ADD_LINE("attribute vec4 aNormal1;");
- ADD_LINE("uniform float uNormalWeight;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
- ADD_LINE("attribute vec4 aTangent0;");
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND)
- {
- ADD_LINE("attribute vec4 aTangent1;");
- ADD_LINE("uniform float uTangentWeight;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_COLOR)
- ADD_LINE("attribute vec4 aColor0;");
-
- if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND)
- {
- ADD_LINE("attribute vec4 aColor1;");
- ADD_LINE("uniform float uColorWeight;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD)
- ADD_LINE("attribute vec4 aTexCoord0;");
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND)
- {
- ADD_LINE("attribute vec4 aTexCoord1;");
- ADD_LINE("uniform float uTexCoordWeight;");
- }
-
- /* Texture coordinate. */
- if (_flags_need_tex_coord(flags))
- ADD_LINE("varying vec2 vTexCoord;");
-
- /* Variables for each shade modes. */
- if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
- {
- ADD_LINE("varying vec4 vColor;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
- {
- /* Nothing to declare. */
- }
- else if (mode == EVAS_3D_SHADE_MODE_FLAT)
- {
- ADD_LINE("uniform mat3 uMatrixNormal;");
- ADD_LINE("uniform mat4 uMatrixModelview;");
- ADD_LINE("uniform vec4 uLightPosition;");
-
- ADD_LINE("varying vec2 vFactor;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
- {
- ADD_LINE("uniform vec3 uLightSpotDir;");
- ADD_LINE("uniform float uLightSpotExp;");
- ADD_LINE("uniform float uLightSpotCutoffCos;");
- }
-
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- ADD_LINE("uniform float uMaterialShininess;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("uniform vec3 uLightAtten;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- {
- ADD_LINE("uniform mat3 uMatrixNormal;");
- ADD_LINE("uniform mat4 uMatrixModelview;");
- ADD_LINE("uniform vec4 uLightPosition;");
- ADD_LINE("varying vec3 vLightVector;");
- ADD_LINE("varying vec3 vLightHalfVector;");
-
- if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- ADD_LINE("varying vec3 vEyeVector;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("varying float vLightDist;");
-
- if (mode == EVAS_3D_SHADE_MODE_PHONG || (flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
- ADD_LINE("varying vec3 vNormal;");
- }
-}
-
-static void
-_vertex_shader_string_func_flat_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags)
-{
- ADD_LINE("void vertexFlat(vec4 position, vec3 normal) {");
-
- ADD_LINE("vec3 lv;");
- ADD_LINE("float factor;");
-
- ADD_LINE("normal = uMatrixNormal * normal;");
- ADD_LINE("position = uMatrixModelview * position;");
-
- if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
- ADD_LINE("normal = normalize(normal);");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
- {
- ADD_LINE("lv = uLightPosition.xyz;");
- }
- else
- {
- ADD_LINE("lv = uLightPosition.xyz - position.xyz;");
- ADD_LINE("lv = normalize(lv);");
- }
-
- ADD_LINE("factor = max(dot(lv, normal), 0.0);");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
- {
- ADD_LINE("float f = dot(-lv, uLightSpotDir);");
- ADD_LINE("if (f > uLightSpotCutoffCos)");
- ADD_LINE("factor *= pow(f, uLightSpotExp);");
- ADD_LINE("else");
- ADD_LINE("factor = 0.0;");
- }
-
- ADD_LINE("if (factor > 0.0) {");
-
- /* Diffuse term. */
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- ADD_LINE("vFactor.x = factor;");
- else
- ADD_LINE("vFactor.x = 0.0;");
-
- /* Specular term. */
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- {
- ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + lv);");
- ADD_LINE("factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess);");
- ADD_LINE("vFactor.y = factor;");
- }
-
- ADD_LINE("} else {");
- ADD_LINE("vFactor = vec2(0.0, 0.0);");
- ADD_LINE("}");
-
- /* Light attenuation. */
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- {
- ADD_LINE("float dist = length(lv);");
- ADD_LINE("vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist));");
- }
-
- ADD_LINE("}");
-}
-
-static void
-_vertex_shader_string_func_phong_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags)
-{
- ADD_LINE("void vertexPhong(vec4 position, vec3 normal) {");
-
- ADD_LINE("normal = uMatrixNormal * normal;");
- ADD_LINE("position = uMatrixModelview * position;");
-
- if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
- ADD_LINE("normal = normalize(normal);");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
- {
- ADD_LINE("vLightVector = uLightPosition.xyz;");
- }
- else
- {
- ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("vLightDist = length(vLightVector);");
-
- ADD_LINE("vLightVector = normalize(vLightVector);");
- }
-
- ADD_LINE("vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector);");
- ADD_LINE("vNormal = normal;");
- ADD_LINE("}");
-}
-
-static void
-_vertex_shader_string_func_normal_map_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED,
- E3D_Shader_Flag flags)
-{
- if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
- {
- ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal) {");
-
- ADD_LINE("normal = uMatrixNormal * normal;");
- ADD_LINE("position = uMatrixModelview * position;");
- ADD_LINE("vEyeVector = normalize(-position.xyz);");
-
- if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
- ADD_LINE("normal = normalize(normal);");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
- {
- ADD_LINE("vLightVector = uLightPosition.xyz;");
- }
- else
- {
- ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("vLightDist = length(vLightVector);");
-
- ADD_LINE("vLightVector = normalize(vLightVector);");
- }
-
- ADD_LINE("vLightHalfVector = normalize(vEyeVector + vLightVector);");
- ADD_LINE("vNormal = normal;");
- ADD_LINE("}");
- }
- else
- {
- ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent) {");
-
- ADD_LINE("vec3 n = normalize(uMatrixNormal * normal);");
- ADD_LINE("vec3 t = normalize(uMatrixNormal * tangent);");
- ADD_LINE("vec3 b = cross(n, t);");
- ADD_LINE("vec3 tmp;");
-
- ADD_LINE("position = uMatrixModelview * position;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
- {
- ADD_LINE("vec3 lightDir = uLightPosition.xyz;");
- }
- else
- {
- ADD_LINE("vec3 lightDir = uLightPosition.xyz - position.xyz;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("vLightDist = length(lightDir);");
-
- ADD_LINE("lightDir = normalize(lightDir);");
- }
-
- ADD_LINE("tmp.x = dot(lightDir, t);");
- ADD_LINE("tmp.y = dot(lightDir, b);");
- ADD_LINE("tmp.z = dot(lightDir, n);");
- ADD_LINE("vLightVector = tmp;");
-
- ADD_LINE("tmp.x = dot(position.xyz, t);");
- ADD_LINE("tmp.y = dot(position.xyz, b);");
- ADD_LINE("tmp.z = dot(position.xyz, n);");
- ADD_LINE("vEyeVector = normalize(tmp);");
-
- ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + lightDir);");
- ADD_LINE("tmp.x = dot(hv, t);");
- ADD_LINE("tmp.y = dot(hv, b);");
- ADD_LINE("tmp.z = dot(hv, n);");
- ADD_LINE("vLightHalfVector = tmp;");
-
- ADD_LINE("}");
- }
-}
-
-static void
-_vertex_shader_string_get(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
-{
- /* Add variables - vertex attributes. */
- _vertex_shader_string_variable_add(shader, mode, flags);
-
- /* Add functions. */
- if (mode == EVAS_3D_SHADE_MODE_FLAT)
- _vertex_shader_string_func_flat_add(shader, mode, flags);
- else if (mode == EVAS_3D_SHADE_MODE_PHONG)
- _vertex_shader_string_func_phong_add(shader, mode, flags);
- else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- _vertex_shader_string_func_normal_map_add(shader, mode, flags);
-
- ADD_LINE("void main() {");
-
- /* Process vertex attributes. */
- if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND)
- {
- ADD_LINE("vec4 position = aPosition0 * uPositionWeight + ");
- ADD_LINE("aPosition1 * (1.0 - uPositionWeight);");
- ADD_LINE("position = vec4(position.xyz, 1.0);");
- }
- else if (flags & E3D_SHADER_FLAG_VERTEX_POSITION)
- {
- ADD_LINE("vec4 position = vec4(aPosition0.xyz, 1.0);");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND)
- {
- ADD_LINE("vec3 normal = aNormal0.xyz * uNormalWeight + ");
- ADD_LINE("aNormal1.xyz * (1.0 - uNormalWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL)
- {
- ADD_LINE("vec3 normal = aNormal0.xyz;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND)
- {
- ADD_LINE("vec3 tangent = aTangent0.xyz * uTangentWeight + ");
- ADD_LINE("aTangent1.xyz * (1.0 - uTangentWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
- {
- ADD_LINE("vec3 tangent = aTangent0.xyz;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND)
- {
- ADD_LINE("vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_VERTEX_COLOR)
- {
- ADD_LINE("vec4 color = aColor0;");
- }
-
- if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND)
- {
- ADD_LINE("vTexCoord = aTexCoord0.st * uTexCoordWeight + ");
- ADD_LINE("aTexCoord1.st * (1.0 - uTexCoordWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD)
- {
- ADD_LINE("vTexCoord = aTexCoord0.st;");
- }
-
- /* Transform vertex position. */
- ADD_LINE("gl_Position = uMatrixMvp * position;");
-
- /* Process according to the shade mode. */
- if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
- {
- ADD_LINE("vColor = color;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_FLAT)
- {
- ADD_LINE("vertexFlat(position, normal);");
- }
- else if (mode == EVAS_3D_SHADE_MODE_PHONG)
- {
- ADD_LINE("vertexPhong(position, normal);");
- }
- else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- {
- if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
- ADD_LINE("vertexNormalMap(position, normal, tangent);");
- else
- ADD_LINE("vertexNormalMap(position, normal);");
- }
-
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("lpos = uMatrixLight * position;");
- }
-
- ADD_LINE("}");
-}
-
-static void
-_fragment_shader_string_variable_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
-{
- /* Texture coordinate. */
- if (_flags_need_tex_coord(flags))
- ADD_LINE("varying vec2 vTexCoord;");
-
- if (flags & E3D_SHADER_FLAG_FOG_ENABLED)
- {
- ADD_LINE("uniform float uFogFactor;");
- ADD_LINE("uniform vec4 uFogColor;");
- }
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("varying vec4 lpos;");
- ADD_LINE("uniform sampler2D uShadowMap;");
- }
-
- if (flags & E3D_SHADER_FLAG_COLOR_PICK_ENABLED)
- ADD_LINE("uniform float uColorPick;");
-
- /* Materials. */
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- {
- ADD_LINE("uniform vec4 uMaterialDiffuse;");
-
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
- {
- ADD_LINE("uniform sampler2D uTextureDiffuse0;");
- }
-
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
- {
- ADD_LINE("uniform sampler2D uTextureDiffuse1;");
- ADD_LINE("uniform float uTextureDiffuseWeight;");
- }
- }
-
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- {
- ADD_LINE("uniform vec4 uMaterialSpecular;");
- ADD_LINE("uniform float uMaterialShininess;");
-
- if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
- {
- ADD_LINE("uniform sampler2D uTextureSpecular0;");
- }
-
- if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
- {
- ADD_LINE("uniform sampler2D uTextureSpecular1;");
- ADD_LINE("uniform float uTextureSpecularWeight;");
- }
- }
-
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- {
- ADD_LINE("uniform vec4 uMaterialAmbient;");
-
- if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
- {
- ADD_LINE("uniform sampler2D uTextureAmbient0;");
- }
-
- if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
- {
- ADD_LINE("uniform sampler2D uTextureAmbient1;");
- ADD_LINE("uniform float uTextureAmbientWeight;");
- }
- }
-
- if (flags & E3D_SHADER_FLAG_EMISSION)
- {
- ADD_LINE("uniform vec4 uMaterialEmission;");
-
- if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
- {
- ADD_LINE("uniform sampler2D uTextureEmission0;");
- }
-
- if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
- {
- ADD_LINE("uniform sampler2D uTextureEmission1;");
- ADD_LINE("uniform float uTextureEmissionWeight;");
- }
- }
-
- if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
- {
- ADD_LINE("varying vec4 vColor;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
- {
- /* Nothing to declare. */
- }
- else if (mode == EVAS_3D_SHADE_MODE_FLAT)
- {
- ADD_LINE("varying vec2 vFactor;");
-
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- ADD_LINE("uniform vec4 uLightDiffuse;");
-
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- ADD_LINE("uniform vec4 uLightSpecular;");
-
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- ADD_LINE("uniform vec4 uLightAmbient;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- {
- ADD_LINE("varying vec3 vLightVector;");
- ADD_LINE("varying vec3 vLightHalfVector;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
- {
- ADD_LINE("uniform vec3 uLightSpotDir;");
- ADD_LINE("uniform float uLightSpotExp;");
- ADD_LINE("uniform float uLightSpotCutoffCos;");
- }
-
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- ADD_LINE("uniform vec4 uLightDiffuse;");
-
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- ADD_LINE("uniform vec4 uLightSpecular;");
-
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- ADD_LINE("uniform vec4 uLightAmbient;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("varying float vLightDist;");
-
- if (mode == EVAS_3D_SHADE_MODE_PHONG)
- {
- ADD_LINE("varying vec3 vNormal;");
- }
- else /* Normal map. */
- {
- ADD_LINE("uniform sampler2D uTextureNormal0;");
-
- if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND)
- {
- ADD_LINE("uniform sampler2D uTextureNormal1;");
- ADD_LINE("uniform float uTextureNormalWeight;");
- }
-
- ADD_LINE("varying vec3 vEyeVector;");
-
- if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
- ADD_LINE("varying vec3 vNormal;");
- }
- }
-}
-
-static void
-_fragment_shader_string_func_flat_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags)
-{
- ADD_LINE("void fragmentFlat() {");
- ADD_LINE("vec4 color;");
-
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- {
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +");
- ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);");
- ADD_LINE("color *= uMaterialDiffuse;");
- }
- else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;");
- }
- else
- {
- ADD_LINE("color = uMaterialDiffuse;");
- }
-
- ADD_LINE("gl_FragColor = uLightDiffuse * color * vFactor.x;");
- }
- else
- {
- ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
- }
-
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- {
- if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +");
- ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);");
- ADD_LINE("color *= uMaterialSpecular;");
- }
- else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;");
- }
- else
- {
- ADD_LINE("color = uMaterialSpecular;");
- }
-
- ADD_LINE("gl_FragColor += uLightSpecular * color * vFactor.y;");
- }
-
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("gl_FragColor *= shadow;");
- }
-
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- {
- if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +");
- ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);");
- ADD_LINE("color *= uMaterialAmbient;");
- }
- else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;");
- }
- else
- {
- ADD_LINE("color = uMaterialAmbient;");
- }
-
- ADD_LINE("gl_FragColor += uLightAmbient * color;");
- }
-
- if (flags & E3D_SHADER_FLAG_EMISSION)
- {
- if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +");
- ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);");
- ADD_LINE("color *= uMaterialEmission;");
- }
- else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;");
- }
- else
- {
- ADD_LINE("color = uMaterialEmission;");
- }
-
- ADD_LINE("gl_FragColor += color;");
- }
-
- ADD_LINE("}");
-}
-
-static void
-_fragment_shader_string_func_phong_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED, E3D_Shader_Flag flags)
-{
- ADD_LINE("void fragmentPhong() {");
- ADD_LINE("vec3 normal = normalize(vNormal);");
- ADD_LINE("vec3 lv = normalize(vLightVector);");
- ADD_LINE("float factor = dot(lv, normal);");
- ADD_LINE("vec4 color;");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
- {
- ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));");
-
- ADD_LINE("if (f > uLightSpotCutoffCos)");
- ADD_LINE("factor *= pow(f, uLightSpotExp);");
- ADD_LINE("else");
- ADD_LINE("factor = 0.0;");
- }
-
- ADD_LINE("if (factor > 0.0) {");
-
- /* Diffuse term. */
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- {
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +");
- ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialDiffuse;");
- }
-
- ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;");
- }
- else
- {
- ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
- }
-
- /* Specular term. */
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- {
- ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);");
- ADD_LINE("if (factor > 0.0) {");
- ADD_LINE("factor = pow(factor, uMaterialShininess);");
-
- if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +");
- ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialSpecular;");
- }
-
- ADD_LINE("gl_FragColor += uLightSpecular * color * factor;");
- ADD_LINE("}");
- }
-
- ADD_LINE("} else {");
- ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
- ADD_LINE("}");
-
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("gl_FragColor *= shadow;");
- }
-
- /* Ambient term. */
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- {
- if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +");
- ADD_LINE("texture2D(uTextureAmbient1 * vTexCoord) * (1.0 - uTextureAmbientWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialAmbient;");
- }
-
- ADD_LINE("gl_FragColor += uLightAmbient * color;");
- }
-
- /* Light attenuation. */
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));");
-
- /* Emission term. */
- if (flags & E3D_SHADER_FLAG_EMISSION)
- {
- if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +");
- ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialEmission;");
- }
-
- ADD_LINE("gl_FragColor += color;");
- }
-
- ADD_LINE("}");
-}
-
-static void
-_fragment_shader_string_func_normal_map_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED,
- E3D_Shader_Flag flags)
+void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags)
{
- if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
- {
- ADD_LINE("mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) {");
- ADD_LINE("vec3 dp1 = dFdx(p);");
- ADD_LINE("vec3 dp2 = dFdy(p);");
- ADD_LINE("vec2 duv1 = dFdx(uv);");
- ADD_LINE("vec2 duv2 = dFdy(uv);");
- ADD_LINE("vec3 dp2perp = cross(dp2, n);");
- ADD_LINE("vec3 dp1perp = cross(n, dp1);");
- ADD_LINE("vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;");
- ADD_LINE("vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;");
- ADD_LINE("float invmax = inversesqrt(max(dot(t, t), dot(b, b)));");
- ADD_LINE("return mat3(t * invmax, b * invmax, n);");
- ADD_LINE("}");
-
- ADD_LINE("vec3 perturb_normal(vec3 normal) {");
- ADD_LINE("mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord);");
- ADD_LINE("return normalize(tbn * normal);");
- ADD_LINE("}");
- }
-
- ADD_LINE("void fragmentNormalMap() {");
- ADD_LINE("float factor;");
- ADD_LINE("vec3 normal;");
- ADD_LINE("vec4 color;");
-
- if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND)
- {
- ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;");
- ADD_LINE("normal += texture2D(uTextureNormal1, vTexCoord).rgb * ");
- ADD_LINE("(1.0 - uTextureNormalWeight);");
- }
- else
- {
- ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb;");
- }
-
- ADD_LINE("normal = 2.0 * normal - 1.0;");
-
- if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
- {
- ADD_LINE("normal = perturb_normal(normal);");
- }
-
- /* Can we skip this normalization?? */
- ADD_LINE("vec3 lv = normalize(vLightVector);");
- ADD_LINE("normal = normalize(normal);");
-
- ADD_LINE("factor = dot(lv, normal);");
-
- if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
- {
- ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));");
-
- ADD_LINE("if (f > uLightSpotCutoffCos)");
- ADD_LINE("factor *= pow(f, uLightSpotExp);");
- ADD_LINE("else");
- ADD_LINE("factor = 0.0;");
- }
-
- ADD_LINE("if (factor > 0.0) {");
-
- /* Diffuse term. */
- if (flags & E3D_SHADER_FLAG_DIFFUSE)
- {
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +");
- ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialDiffuse;");
- }
-
- ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;");
- }
- else
- {
- ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
- }
-
- /* Specular term. */
- if (flags & E3D_SHADER_FLAG_SPECULAR)
- {
- ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);");
- ADD_LINE("if (factor > 0.0) {");
- ADD_LINE("factor = pow(factor, uMaterialShininess);");
-
- if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +");
- ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialSpecular;");
- }
-
- ADD_LINE("gl_FragColor += uLightSpecular * color * factor;");
- ADD_LINE("}");
- }
-
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("gl_FragColor *= shadow;");
- }
-
- ADD_LINE("} else {");
- ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
- ADD_LINE("}");
-
- /* Ambient term. */
- if (flags & E3D_SHADER_FLAG_AMBIENT)
- {
- if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +");
- ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialAmbient;");
- }
-
- ADD_LINE("gl_FragColor += uLightAmbient * color;");
- }
-
- /* Light attenuation. */
- if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
- ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));");
-
- /* Emission term. */
- if (flags & E3D_SHADER_FLAG_EMISSION)
- {
- if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +");
- ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);");
- }
- else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
- {
- ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);");
- }
- else
- {
- ADD_LINE("color = uMaterialEmission;");
- }
-
- ADD_LINE("gl_FragColor += color;");
- }
-
- ADD_LINE("}");
-}
-
-static void
-_fragment_shader_string_pcf_even_func_add(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode EINA_UNUSED,
- E3D_Shader_Flag flags EINA_UNUSED)
-{
- ADD_LINE("float pcf(vec4 lpos, float size)");
- ADD_LINE("{");
- ADD_LINE("vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;");
- ADD_LINE("float i, j, randx, randy, shadow;");
- ADD_LINE("shadow = 0.0;");
- ADD_LINE("for (i = -4.0; i < 4.0; i++)");
- ADD_LINE("for (j = -4.0; j < 4.0; j++)");
- ADD_LINE("{");
- ADD_LINE("shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);");
- ADD_LINE("}");
- ADD_LINE("return shadow / 64.0;");
- ADD_LINE("}");
-}
-
-static void
-_fragment_shader_string_get(E3D_Shader_String *shader,
- Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
-{
- /* Add variables - vertex attributes. */
- _fragment_shader_string_variable_add(shader, mode, flags);
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("float shadow;");
- }
- /* Add functions. */
- if (mode == EVAS_3D_SHADE_MODE_FLAT)
- _fragment_shader_string_func_flat_add(shader, mode, flags);
- else if (mode == EVAS_3D_SHADE_MODE_PHONG)
- _fragment_shader_string_func_phong_add(shader, mode, flags);
- else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- _fragment_shader_string_func_normal_map_add(shader, mode, flags);
-
- // TODO Add flexible bluring algorithm of shadows boundaries.
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- _fragment_shader_string_pcf_even_func_add(shader, mode, flags);
-
- /* Add main function. */
- ADD_LINE("void main() {");
- if (flags & E3D_SHADER_FLAG_SHADOWED)
- {
- ADD_LINE("shadow = pcf(lpos, 1.0 / 200.0);");
- }
-
- if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
- {
- ADD_LINE("gl_FragColor = vColor;");
- }
- else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
- {
- if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
- {
- ADD_LINE("gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *");
- ADD_LINE("uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *");
- ADD_LINE("(1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;");
- }
- else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
- {
- ADD_LINE("gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;");
- }
- else
- {
- ADD_LINE("gl_FragColor = uMaterialDiffuse;");
- }
- }
- else if(mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER)
- {
- ADD_LINE("gl_FragColor = vec4(gl_FragCoord.z);");
- }
- else if (mode == EVAS_3D_SHADE_MODE_FLAT)
- {
- ADD_LINE("fragmentFlat();");
- }
- else if (mode == EVAS_3D_SHADE_MODE_PHONG)
- {
- ADD_LINE("fragmentPhong();");
- }
- else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
- {
- ADD_LINE("fragmentNormalMap();");
- }
-
- if ((flags & E3D_SHADER_FLAG_FOG_ENABLED) && (mode != EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER))
- {
- ADD_LINE("float z = gl_FragCoord.z / gl_FragCoord.w;");
- ADD_LINE("float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44 );");
- ADD_LINE("fogFactor = clamp(fogFactor, 0.0, 1.0);");
- ADD_LINE("gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor );");
- }
-
- if (mode == EVAS_3D_SHADE_MODE_COLOR_PICK)
- {
- ADD_LINE("gl_FragColor = vec4(uColorPick);");
- }
+ int i;
- ADD_LINE("}");
+ for (i = 0; i < E3D_SHADER_FLAG_COUNT; i++)
+ if (flags & (1 << i))
+ {
+ int len = strlen("#define ") + strlen(shader_flag_names[i]) + 2;
+ char str[len];
+ snprintf(str, len, "#define %s\n", shader_flag_names[i]);
+ _shader_string_add(shader, str);
+ }
+
+ if(_flags_need_tex_coord(flags))
+ _shader_string_add(shader, "#define NEED_TEX_COORD\n");
}
static inline Eina_Bool
program->mode = mode;
program->flags = flags;
- _vertex_shader_string_get(&vert, mode, flags);
- _fragment_shader_string_get(&frag, mode, flags);
+ _shader_flags_add(&vert, flags);
+ _shader_string_add(&frag, vert.str);
+
+ _shader_string_add(&vert, vertex_shaders[mode]);
+ _shader_string_add(&frag, fragment_shaders[mode]);
if (! _program_build(program, vert.str, frag.str))
goto error;
--- /dev/null
+uniform float uColorPick;
+
+void main()
+{
+ gl_FragColor = vec4(uColorPick);
+}
+
--- /dev/null
+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
+
+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
+
+ gl_Position = uMatrixMvp * position;
+}
+
--- /dev/null
+#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
+
+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
+
+}
--- /dev/null
+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
+
+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
+
+ gl_Position = uMatrixMvp * position;
+}
--- /dev/null
+varying vec2 vFactor;
+
+#ifdef NEED_TEX_COORD
+varying vec2 vTexCoord;
+#endif //TEX_COORD
+
+#ifdef FOG_ENABLED
+uniform float uFogFactor;
+uniform vec4 uFogColor;
+#endif //FOG_ENABLED
+
+#ifdef SHADOWED
+varying vec4 vLightPosition;
+uniform sampler2D uShadowMap;
+float shadow;
+#endif //SHADOWED
+
+#ifdef DIFFUSE
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uLightDiffuse;
+
+#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
+
+#ifdef SPECULAR
+uniform vec4 uLightSpecular;
+uniform float uMaterialShininess;
+uniform vec4 uMaterialSpecular;
+
+#ifdef SPECULAR_TEXTURE
+uniform sampler2D uTextureSpecular0;
+#endif //SPECULAR_TEXTURE
+
+#ifdef SPECULAR_TEXTURE_BLEND
+uniform sampler2D uTextureSpecular1;
+uniform float uTextureSpecularWeight;
+#endif //SPECULAR_TEXTURE_BLEND
+
+#endif //SPECULAR
+
+#ifdef AMBIENT
+uniform vec4 uMaterialAmbient;
+uniform vec4 uLightAmbient;
+
+#ifdef AMBIENT_TEXTURE
+uniform sampler2D uTextureAmbient0;
+#endif //AMBIENT_TEXTURE
+
+#ifdef AMBIENT_TEXTURE_BLEND
+uniform sampler2D uTextureAmbient1;
+uniform float uTextureAmbientWeight;
+#endif //AMBIENT_TEXTURE_BLEND
+
+#endif //AMBIENT
+
+#ifdef EMISSION
+uniform vec4 uMaterialEmission;
+
+#ifdef EMISSION_TEXTURE
+uniform sampler2D uTextureEmission0;
+#endif //EMISSION_TEXTURE
+
+#ifdef EMISSION_TEXTURE_BLEND
+uniform sampler2D uTextureEmission1;
+uniform float uTextureEmissionWeight;
+#endif //EMISSION_TEXTURE_BLEND
+
+#endif //EMISSION
+
+#ifdef SHADOWED
+float pcf(vec4 lpos, float size)
+{
+ vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
+ float i, j, randx, randy, shadow;
+ shadow = 0.0;
+ for (i = -4.0; i < 4.0; i++)
+ for (j = -4.0; j < 4.0; j++)
+ shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
+ return shadow / 64.0;
+}
+#endif //SHADOWED
+
+void fragmentFlat()
+{
+ vec4 color;
+
+#ifdef DIFFUSE
+
+#ifdef DIFFUSE_TEXTURE_BLEND
+ color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
+ texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
+ color *= uMaterialDiffuse;
+#else
+
+#ifdef DIFFUSE_TEXTURE
+ color = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;
+#else
+ color = uMaterialDiffuse;
+#endif //DIFFUSE_TEXTURE
+
+#endif //DIFFUSE_TEXTURE_BLEND
+ gl_FragColor = uLightDiffuse * color * vFactor.x;
+#else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+#endif //DIFFUSE
+
+#ifdef SPECULAR
+
+#ifdef SPECULAR_TEXTURE_BLEND
+ color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
+ texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
+ color *= uMaterialSpecular;
+#else
+
+#ifdef SPECULAR_TEXTURE
+ color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;
+#else
+ color = uMaterialSpecular;
+#endif //SPECULAR_TEXTURE
+
+#endif //SPECULAR_TEXTURE_BLEND
+
+ gl_FragColor += uLightSpecular * color * vFactor.y;
+
+#endif //SPECULAR
+
+#ifdef SHADOWED
+ gl_FragColor *= shadow;
+#endif //SHADOWED
+
+#ifdef E3D_SHADER_FLAG_AMBIENT
+
+#ifdef AMBIENT_TEXTURE_BLEND
+
+ color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
+ texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
+ color *= uMaterialAmbient;
+
+#else
+
+#ifdef AMBIENT_TEXTURE
+ color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;
+#else
+ color = uMaterialAmbient;
+#endif //AMBIENT_TEXTURE
+
+#endif //AMBIENT_TEXTURE_BLEND
+ gl_FragColor += uLightAmbient * color;
+#endif //AMBIENT
+
+#ifdef EMISSION
+
+#ifdef EMISSION_TEXTURE_BLEND
+ color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
+ texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
+ color *= uMaterialEmission;
+#else
+
+#ifdef EMISSION_TEXTURE
+ color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;
+#else
+ color = uMaterialEmission;
+#endif //EMISSION_TEXTURE
+
+#endif //EMISSION_TEXTURE_BLEND
+
+ gl_FragColor += color;
+#endif //EMISSION
+
+}
+
+void main() {
+
+#ifdef SHADOWED
+ shadow = pcf(vLightPosition, 1.0 / 200.0);
+#endif //SHADOWED
+
+ fragmentFlat();
+
+#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
+
+}
--- /dev/null
+uniform mat4 uMatrixMvp;
+uniform mat3 uMatrixNormal;
+uniform mat4 uMatrixModelview;
+uniform vec4 uLightPosition;
+varying vec2 vFactor;
+
+#ifdef SHADOWED
+uniform mat4 uMatrixLight;
+varying vec4 vLightPosition;
+#endif //SHADOWED
+
+#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_NORMAL
+attribute vec4 aNormal0;
+#endif //VERTEX_NORMAL
+
+#ifdef VERTEX_NORMAL_BLEND
+attribute vec4 aNormal1;
+uniform float uNormalWeight;
+#endif //VERTEX_NORMAL_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
+
+#ifdef LIGHT_SPOT
+uniform vec3 uLightSpotDir;
+uniform float uLightSpotExp;
+uniform float uLightSpotCutoffCos;
+#endif //LIGHT_SPOT
+
+#ifdef SPECULAR
+uniform float uMaterialShininess;
+#endif //SPECULAR
+
+#ifdef LIGHT_ATTENUATION
+uniform vec3 uLightAtten;
+#endif //LIGHT_ATTENUATION
+
+void vertexFlat(vec4 position, vec3 normal)
+{
+ vec3 lv;
+ float factor;
+ normal = uMatrixNormal * normal;
+ position = uMatrixModelview * position;
+
+#ifdef NORMALIZE_NORMALS
+ normal = normalize(normal);
+#endif //NORMALIZE_NORMALS
+
+#ifdef LIGHT_DIRECTIONAL
+ lv = uLightPosition.xyz;
+#else
+ lv = uLightPosition.xyz - position.xyz;
+ lv = normalize(lv);
+#endif //LIGHT_DIRECTIONAL
+
+ factor = max(dot(lv, normal), 0.0);
+
+#ifdef LIGHT_SPOT
+ float f = dot(-lv, uLightSpotDir);
+ if (f > uLightSpotCutoffCos)
+ factor *= pow(f, uLightSpotExp);
+ else
+ factor = 0.0;
+#endif //LIGHT_SPOT
+
+ if (factor > 0.0)
+ {
+
+#ifdef DIFFUSE
+ vFactor.x = factor;
+#else
+ vFactor.x = 0.0;
+#endif //DIFFUSE
+
+#ifdef SPECULAR
+ vec3 hv = normalize(normalize(-position.xyz) + lv);
+ factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess);
+ vFactor.y = factor;
+#endif //SPECULAR
+
+ }
+ else
+ vFactor = vec2(0.0, 0.0);
+
+ /* Light attenuation. */
+#ifdef LIGHT_ATTENUATION
+ float dist = length(lv);
+ vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist));
+#endif //LIGHT_ATTENUATION
+}
+
+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
+
+#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
+
+ gl_Position = uMatrixMvp * position;
+ vertexFlat(position, normal);
+
+#ifdef SHADOWED
+ vLightPosition = uMatrixLight * position;
+#endif
+}
--- /dev/null
+#!/bin/bash
+
+# This script will generate a C file containing all the shaders used by Evas_3D
+
+DIR=`dirname $0`
+
+OUTPUT=${DIR}/evas_gl_3d_shaders.x
+
+exec 1<&-
+exec 1>${OUTPUT}
+
+SHADERS="$@"
+vert_shaders_source=""
+frag_shaders_source=""
+
+# Write header
+printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED\n * See: $0 */\n\n"
+for shd in ${SHADERS} ; do
+ lname=`basename ${shd} .shd`
+
+ if echo ${lname} |grep _vert 2>&1 >> /dev/null ; then
+ vert_shaders_source="${vert_shaders_source} ${lname}_glsl,\n"
+ fi
+ if echo ${lname} |grep _frag 2>&1 >> /dev/null ; then
+ frag_shaders_source="${frag_shaders_source} ${lname}_glsl,\n"
+ fi
+ OIFS=$IFS
+ IFS=$'\n'
+ printf "static const char const ${lname}_glsl[] ="
+ for line in `cat ${shd}` ; do
+ printf "\n \"${line}\\\n\""
+ done
+ printf ";\n\n"
+ IFS=${OIFS}
+done
+
+printf "static const char *vertex_shaders[] =
+{\n"
+ printf "${vert_shaders_source}"
+printf "};\n\n"
+
+printf "static const char *fragment_shaders[] =
+{\n"
+ printf "${frag_shaders_source}"
+printf "};\n"
--- /dev/null
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+uniform sampler2D uTextureNormal0;
+varying vec3 vEyeVector;
+
+#ifdef NEED_TEX_COORD
+varying vec2 vTexCoord;
+#endif //TEX_COORD
+
+#ifdef FOG_ENABLED
+uniform float uFogFactor;
+uniform vec4 uFogColor;
+#endif //FOG_ENABLED
+
+#ifdef SHADOWED
+varying vec4 vLightPosition;
+uniform sampler2D uShadowMap;
+float shadow;
+#endif //SHADOWED
+
+#ifdef NORMAL_TEXTURE_BLEND
+uniform sampler2D uTextureNormal1;
+uniform float uTextureNormalWeight;
+#endif //NORMAL_TEXTURE_BLEND
+
+#ifndef VERTEX_TANGENT
+varying vec3 vNormal;
+#endif //VERTEX_TANGENT
+
+#ifdef DIFFUSE
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uLightDiffuse;
+
+#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
+
+#ifdef SPECULAR
+uniform vec4 uLightSpecular;
+uniform float uMaterialShininess;
+uniform vec4 uMaterialSpecular;
+
+#ifdef SPECULAR_TEXTURE
+uniform sampler2D uTextureSpecular0;
+#endif //SPECULAR_TEXTURE
+
+#ifdef SPECULAR_TEXTURE_BLEND
+uniform sampler2D uTextureSpecular1;
+uniform float uTextureSpecularWeight;
+#endif //SPECULAR_TEXTURE_BLEND
+
+#endif //SPECULAR
+
+#ifdef AMBIENT
+uniform vec4 uMaterialAmbient;
+uniform vec4 uLightAmbient;
+
+#ifdef AMBIENT_TEXTURE
+uniform sampler2D uTextureAmbient0;
+#endif //AMBIENT_TEXTURE
+
+#ifdef AMBIENT_TEXTURE_BLEND
+uniform sampler2D uTextureAmbient1;
+uniform float uTextureAmbientWeight;
+#endif //AMBIENT_TEXTURE_BLEND
+
+#endif //AMBIENT
+
+#ifdef EMISSION
+uniform vec4 uMaterialEmission;
+
+#ifdef EMISSION_TEXTURE
+uniform sampler2D uTextureEmission0;
+#endif //EMISSION_TEXTURE
+
+#ifdef EMISSION_TEXTURE_BLEND
+uniform sampler2D uTextureEmission1;
+uniform float uTextureEmissionWeight;
+#endif //EMISSION_TEXTURE_BLEND
+
+#endif //EMISSION
+
+#ifdef LIGHT_SPOT
+uniform vec3 uLightSpotDir;
+uniform float uLightSpotExp;
+uniform float uLightSpotCutoffCos;
+#endif //LIGHT_SPOT
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+#ifndef VERTEX_TANGENT
+
+mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
+{
+ vec3 dp1 = dFdx(p);
+ vec3 dp2 = dFdy(p);
+ vec2 duv1 = dFdx(uv);
+ vec2 duv2 = dFdy(uv);
+ vec3 dp2perp = cross(dp2, n);
+ vec3 dp1perp = cross(n, dp1);
+ vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
+ vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
+ float invmax = inversesqrt(max(dot(t, t), dot(b, b)));
+ return mat3(t * invmax, b * invmax, n);
+}
+
+vec3 perturb_normal(vec3 normal)
+{
+ mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord);
+ return normalize(tbn * normal);
+}
+#endif //VERTEX_TANGENT
+
+void fragmentNormalMap()
+{
+ float factor;
+ vec3 normal;
+ vec4 color;
+
+#ifdef NORMAL_TEXTURE_BLEND
+ normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;
+ normal += texture2D(uTextureNormal1, vTexCoord).rgb *
+ (1.0 - uTextureNormalWeight);
+#else
+ normal = texture2D(uTextureNormal0, vTexCoord).rgb;
+#endif //NORMAL_TEXTURE_BLEND
+
+ normal = 2.0 * normal - 1.0;
+
+#ifndef VERTEX_TANGENT
+ normal = perturb_normal(normal);
+#endif //VERTEX_TANGENT
+
+ vec3 lv = normalize(vLightVector);
+ normal = normalize(normal);
+
+ factor = dot(lv, normal);
+
+#ifdef LIGHT_SPOT
+ float f = dot(-lv, normalize(uLightSpotDir));
+
+ if (f > uLightSpotCutoffCos)
+ factor *= pow(f, uLightSpotExp);
+ else
+ factor = 0.0;
+#endif //LIGHT_SPOT
+
+ if (factor > 0.0)
+ {
+
+#ifdef DIFFUSE
+
+#ifdef DIFFUSE_TEXTURE_BLEND
+ color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
+ texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
+#else
+
+#ifdef DIFFUSE_TEXTURE
+ color = texture2D(uTextureDiffuse0, vTexCoord);
+#else
+ color = uMaterialDiffuse;
+#endif //DIFFUSE_TEXTURE
+
+#endif //DIFFUSE_TEXTURE_BLEND
+
+ gl_FragColor = uLightDiffuse * color * factor;
+
+#else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+#endif //DIFFUSE
+
+#ifdef SPECULAR
+
+ factor = dot(normalize(vLightHalfVector), normal);
+ if (factor > 0.0)
+ {
+ factor = pow(factor, uMaterialShininess);
+
+#ifdef SPECULAR_TEXTURE_BLEND
+ color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
+ texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
+#else
+#ifdef SPECULAR_TEXTURE
+ color = texture2D(uTextureSpecular0, vTexCoord);
+#else
+ color = uMaterialSpecular;
+#endif //SPECULAR_TEXTURE
+
+#endif //SPECULAR_TEXTURE_BLEND
+
+ gl_FragColor += uLightSpecular * color * factor;
+ }
+
+#endif //SPECULAR
+
+#ifdef SHADOWED
+ gl_FragColor *= shadow;
+#endif //SHADOWED
+
+ }
+ else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+#ifdef AMBIENT
+#ifdef AMBIENT_TEXTURE_BLEND
+ color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
+ texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
+#else
+
+#ifdef AMBIENT_TEXTURE
+ color = texture2D(uTextureAmbient0, vTexCoord);
+#else
+ color = uMaterialAmbient;
+#endif //AMBIENT_TEXTURE
+
+#endif //AMBIENT_TEXTURE_BLEND
+
+ gl_FragColor += uLightAmbient * color;
+#endif //AMBIENT
+
+#ifdef LIGHT_ATTENUATION
+ gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));
+#endif //LIGHT_ATTENUATION
+
+#ifdef EMISSION
+
+#ifdef EMISSION_TEXTURE_BLEND
+ color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
+ texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
+#else
+
+#ifdef EMISSION_TEXTURE
+ color = texture2D(uTextureEmission0, vTexCoord);
+#else
+ color = uMaterialEmission;
+#endif //EMISSION_TEXTURE
+
+#endif //EMISSION_TEXTURE_BLEND
+
+ gl_FragColor += color;
+#endif //EMISSION
+
+}
+
+#ifdef SHADOWED
+float pcf(vec4 lpos, float size)
+{
+ vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
+ float i, j, randx, randy, shadow;
+ shadow = 0.0;
+ for (i = -4.0; i < 4.0; i++)
+ for (j = -4.0; j < 4.0; j++)
+ shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
+ return shadow / 64.0;
+}
+#endif //SHADOWED
+
+void main() {
+
+#ifdef SHADOWED
+ shadow = pcf(vLightPosition, 1.0 / 200.0);
+#endif //SHADOWED
+
+ fragmentNormalMap();
+
+#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
+
+}
+
--- /dev/null
+uniform mat4 uMatrixMvp;
+uniform mat3 uMatrixNormal;
+uniform mat4 uMatrixModelview;
+uniform vec4 uLightPosition;
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+varying vec3 vEyeVector;
+
+#ifndef VERTEX_TANGENT
+varying vec3 vNormal;
+#endif //VERTEX_TANGENT
+
+#ifdef SHADOWED
+uniform mat4 uMatrixLight;
+varying vec4 vLightPosition;
+#endif //SHADOWED
+
+#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_NORMAL
+attribute vec4 aNormal0;
+#endif //VERTEX_NORMAL
+
+#ifdef VERTEX_NORMAL_BLEND
+attribute vec4 aNormal1;
+uniform float uNormalWeight;
+#endif //VERTEX_NORMAL_BLEND
+
+#ifdef VERTEX_TANGENT
+attribute vec4 aTangent0;
+#endif //VERTEX_TANGENT
+
+#ifdef VERTEX_TANGENT_BLEND
+attribute vec4 aTangent1;
+uniform float uTangentWeight;
+#endif //VERTEX_TANGENT_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
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+#ifndef VERTEX_TANGENT
+void vertexNormalMap(vec4 position, vec3 normal)
+{
+ normal = uMatrixNormal * normal;
+ position = uMatrixModelview * position;
+ vEyeVector = normalize(-position.xyz);
+
+#ifdef NORMALIZE_NORMALS
+ normal = normalize(normal);
+#endif //NORMALIZE_NORMALS
+
+#ifdef LIGHT_DIRECTIONAL
+ vLightVector = uLightPosition.xyz;
+#else
+ vLightVector = uLightPosition.xyz - position.xyz;
+
+#ifdef LIGHT_ATTENUATION
+ vLightDist = length(vLightVector);
+#endif //LIGHT_ATTENUATION
+
+ vLightVector = normalize(vLightVector);
+#endif //LIGHT_DIRECTIONAL
+
+ vLightHalfVector = normalize(vEyeVector + vLightVector);
+ vNormal = normal;
+}
+
+#else
+
+void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent)
+{
+ vec3 n = normalize(uMatrixNormal * normal);
+ vec3 t = normalize(uMatrixNormal * tangent);
+ vec3 b = cross(n, t);
+ vec3 tmp;
+
+ position = uMatrixModelview * position;
+
+#ifdef LIGHT_DIRECTIONAL
+ vec3 lightDir = uLightPosition.xyz;
+#else
+ vec3 lightDir = uLightPosition.xyz - position.xyz;
+
+#ifdef LIGHT_ATTENUATION
+ vLightDist = length(lightDir);
+#endif //LIGHT_ATTENUATION
+
+ lightDir = normalize(lightDir);
+#endif //LIGHT_DIRECTIONAL
+
+ tmp.x = dot(lightDir, t);
+ tmp.y = dot(lightDir, b);
+ tmp.z = dot(lightDir, n);
+ vLightVector = tmp;
+
+ tmp.x = dot(position.xyz, t);
+ tmp.y = dot(position.xyz, b);
+ tmp.z = dot(position.xyz, n);
+ vEyeVector = normalize(tmp);
+
+ vec3 hv = normalize(normalize(-position.xyz) + lightDir);
+ tmp.x = dot(hv, t);
+ tmp.y = dot(hv, b);
+ tmp.z = dot(hv, n);
+ vLightHalfVector = tmp;
+}
+#endif //VERTEX_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
+
+#ifdef VERTEX_TANGENT_BLEND
+ vec3 tangent = aTangent0.xyz * uTangentWeight +
+ aTangent1.xyz * (1.0 - uTangentWeight);
+#else
+
+#ifdef VERTEX_TANGENT
+ vec3 tangent = aTangent0.xyz;
+#endif //VERTEX_TANGENT
+
+#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
+
+ gl_Position = uMatrixMvp * position;
+
+#ifdef VERTEX_TANGENT
+ vertexNormalMap(position, normal, tangent);
+#else
+ vertexNormalMap(position, normal);
+#endif //VERTEX_TANGENT
+
+#ifdef SHADOWED
+ vLightPosition = uMatrixLight * position;
+#endif
+}
--- /dev/null
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+varying vec3 vNormal;
+
+#ifdef NEED_TEX_COORD
+varying vec2 vTexCoord;
+#endif //TEX_COORD
+
+#ifdef FOG_ENABLED
+uniform float uFogFactor;
+uniform vec4 uFogColor;
+#endif //FOG_ENABLED
+
+#ifdef SHADOWED
+varying vec4 vLightPosition;
+uniform sampler2D uShadowMap;
+float shadow;
+#endif //SHADOWED
+
+#ifdef DIFFUSE
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uLightDiffuse;
+
+#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
+
+#ifdef SPECULAR
+uniform vec4 uLightSpecular;
+uniform float uMaterialShininess;
+uniform vec4 uMaterialSpecular;
+
+#ifdef SPECULAR_TEXTURE
+uniform sampler2D uTextureSpecular0;
+#endif //SPECULAR_TEXTURE
+
+#ifdef SPECULAR_TEXTURE_BLEND
+uniform sampler2D uTextureSpecular1;
+uniform float uTextureSpecularWeight;
+#endif //SPECULAR_TEXTURE_BLEND
+
+#endif //SPECULAR
+
+#ifdef AMBIENT
+uniform vec4 uMaterialAmbient;
+uniform vec4 uLightAmbient;
+
+#ifdef AMBIENT_TEXTURE
+uniform sampler2D uTextureAmbient0;
+#endif //AMBIENT_TEXTURE
+
+#ifdef AMBIENT_TEXTURE_BLEND
+uniform sampler2D uTextureAmbient1;
+uniform float uTextureAmbientWeight;
+#endif //AMBIENT_TEXTURE_BLEND
+
+#endif //AMBIENT
+
+#ifdef EMISSION
+uniform vec4 uMaterialEmission;
+
+#ifdef EMISSION_TEXTURE
+uniform sampler2D uTextureEmission0;
+#endif //EMISSION_TEXTURE
+
+#ifdef EMISSION_TEXTURE_BLEND
+uniform sampler2D uTextureEmission1;
+uniform float uTextureEmissionWeight;
+#endif //EMISSION_TEXTURE_BLEND
+
+#endif //EMISSION
+
+#ifdef LIGHT_SPOT
+uniform vec3 uLightSpotDir;
+uniform float uLightSpotExp;
+uniform float uLightSpotCutoffCos;
+#endif //LIGHT_SPOT
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+void fragmentPhong()
+{
+ vec3 normal = normalize(vNormal);
+ vec3 lv = normalize(vLightVector);
+ float factor = dot(lv, normal);
+ vec4 color;
+
+#ifdef LIGHT_SPOT
+ float f = dot(-lv, normalize(uLightSpotDir));
+
+ if (f > uLightSpotCutoffCos)
+ factor *= pow(f, uLightSpotExp);
+ else
+ factor = 0.0;
+#endif //LIGHT_SPOT
+
+ if (factor > 0.0)
+ {
+
+ /* Diffuse term. */
+#ifdef DIFFUSE
+
+#ifdef DIFFUSE_TEXTURE_BLEND
+ color = texture2D(uTextureDiffuse0, vTexCoord) * uTextureDiffuseWeight +
+ texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - uTextureDiffuseWeight);
+#else
+
+#ifdef DIFFUSE_TEXTURE
+ color = texture2D(uTextureDiffuse0, vTexCoord);
+#else
+ color = uMaterialDiffuse;
+#endif //DIFFUSE_TEXTURE
+
+#endif //DIFFUSE_TEXTURE_BLEND
+
+ gl_FragColor = uLightDiffuse * color * factor;
+#else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+#endif //DIFFUSE
+
+ /* Specular term. */
+#ifdef SPECULAR
+ factor = dot(normalize(vLightHalfVector), normal);
+ if (factor > 0.0)
+ {
+ factor = pow(factor, uMaterialShininess);
+
+#ifdef SPECULAR_TEXTURE_BLEND
+ color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
+ texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
+#else
+
+#ifdef SPECULAR_TEXTURE
+ color = texture2D(uTextureSpecular0, vTexCoord);
+#else
+ color = uMaterialSpecular;
+#endif
+
+#endif
+
+ gl_FragColor += uLightSpecular * color * factor;
+ }
+#endif
+
+ }
+ else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+#ifdef SHADOWED
+ gl_FragColor *= shadow;
+#endif //SHADOWED
+
+#ifdef AMBIENT
+#ifdef AMBIENT_TEXTURE_BLEND
+ color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
+ texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
+#else
+
+#ifdef AMBIENT_TEXTURE
+ color = texture2D(uTextureAmbient0, vTexCoord);
+#else
+ color = uMaterialAmbient;
+#endif
+
+#endif
+
+ gl_FragColor += uLightAmbient * color;
+#endif
+
+ /* Light attenuation. */
+#ifdef LIGHT_ATTENUATION
+ gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * vLightDist));
+#endif
+
+ /* Emission term. */
+#ifdef EMISSION
+
+#ifdef EMISSION_TEXTURE_BLEND
+ color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
+ texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
+#else
+
+#ifdef EMISSION_TEXTURE
+ color = texture2D(uTextureEmission0, vTexCoord);
+#else
+ color = uMaterialEmission;
+#endif
+
+#endif
+
+ gl_FragColor += color;
+#endif
+
+}
+
+#ifdef SHADOWED
+float pcf(vec4 lpos, float size)
+{
+ vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
+ float i, j, randx, randy, shadow;
+ shadow = 0.0;
+ for (i = -4.0; i < 4.0; i++)
+ for (j = -4.0; j < 4.0; j++)
+ shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy +vec2(i / 8.0, j / 8.0)*size).x);
+ return shadow / 64.0;
+}
+#endif //SHADOWED
+
+void main()
+{
+
+#ifdef SHADOWED
+ shadow = pcf(vLightPosition, 1.0 / 300.0);
+#endif //SHADOWED
+
+ fragmentPhong();
+
+#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
+
+}
+
--- /dev/null
+uniform mat4 uMatrixMvp;
+uniform mat3 uMatrixNormal;
+uniform mat4 uMatrixModelview;
+uniform vec4 uLightPosition;
+varying vec3 vLightVector;
+varying vec3 vLightHalfVector;
+varying vec3 vNormal;
+
+#ifdef SHADOWED
+uniform mat4 uMatrixLight;
+varying vec4 vLightPosition;
+#endif //SHADOWED
+
+#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_NORMAL
+attribute vec4 aNormal0;
+#endif //VERTEX_NORMAL
+
+#ifdef VERTEX_NORMAL_BLEND
+attribute vec4 aNormal1;
+uniform float uNormalWeight;
+#endif //VERTEX_NORMAL_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
+
+#ifdef LIGHT_ATTENUATION
+varying float vLightDist;
+#endif //LIGHT_ATTENUATION
+
+void vertexPhong(vec4 position, vec3 normal)
+{
+ normal = uMatrixNormal * normal;
+ position = uMatrixModelview * position;
+
+#ifdef NORMALIZE_NORMALS
+ normal = normalize(normal);
+#endif //NORMALIZE_NORMALS
+
+#ifdef LIGHT_DIRECTIONAL
+ vLightVector = uLightPosition.xyz;
+#else
+ vLightVector = uLightPosition.xyz - position.xyz;
+
+#ifdef LIGHT_ATTENUATION
+ vLightDist = length(vLightVector);
+#endif //LIGHT_ATTENUATION
+
+ vLightVector = normalize(vLightVector);
+#endif //LIGHT_DIRECTIONAL
+
+ vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector);
+ vNormal = normal;
+}
+
+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
+
+#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
+
+ gl_Position = uMatrixMvp * position;
+ vertexPhong(position, normal);
+
+#ifdef SHADOWED
+ vLightPosition = uMatrixLight * position;
+#endif //SHADOWED
+}
--- /dev/null
+void main()
+{
+ gl_FragColor.r = gl_FragCoord.z;
+}
--- /dev/null
+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
+
+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
+
+ gl_Position = uMatrixMvp * position;
+}
--- /dev/null
+varying vec4 vColor;
+
+#ifdef FOG_ENABLED
+uniform float uFogFactor;
+uniform vec4 uFogColor;
+#endif //FOG_ENABLED
+
+void main()
+{
+ gl_FragColor = vColor;
+
+#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
+
+}
+
--- /dev/null
+uniform mat4 uMatrixMvp;
+varying vec4 vColor;
+
+#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_COLOR
+attribute vec4 aColor0;
+#endif //VERTEX_COLOR
+
+#ifdef VERTEX_COLOR_BLEND
+attribute vec4 aColor1;
+uniform float uColorWeight;
+#endif //VERTEX_COLOR_BLEND
+
+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_COLOR_BLEND
+ vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight);
+#else
+
+#ifdef VERTEX_COLOR
+ vec4 color = aColor0;
+#endif //VERTEX_COLOR
+
+#endif //VERTEX_COLOR_BLEND
+
+ vColor = color;
+ gl_Position = uMatrixMvp * position;
+}
+