Evas 3D: Add forgotten changes after generation of shaders
authorJean-Philippe ANDRE <jpeg@videolan.org>
Tue, 24 Mar 2015 18:45:32 +0000 (11:45 -0700)
committerJean-Philippe ANDRE <jpeg@videolan.org>
Tue, 24 Mar 2015 18:45:32 +0000 (11:45 -0700)
src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x

index 8377e39..26501a6 100644 (file)
@@ -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"