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author | Gennadiy Chernyshyk | 2018-07-22 19:36:08 +0300 |
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committer | Gennadiy Chernyshyk | 2018-07-22 19:51:32 +0300 |
commit | 751d49501b6fc6744500a71927369fef2197fc65 (patch) | |
tree | cf72372e5392196765c57169e30c00ea20abc676 /ccShader_3D_ColorNormalTex.frag.patch | |
parent | 4769dd8bf8051a9bc219d026b159d8530742b1c0 (diff) | |
download | aur-751d49501b6fc6744500a71927369fef2197fc65.tar.gz |
Update to 3.17
Diffstat (limited to 'ccShader_3D_ColorNormalTex.frag.patch')
-rw-r--r-- | ccShader_3D_ColorNormalTex.frag.patch | 214 |
1 files changed, 0 insertions, 214 deletions
diff --git a/ccShader_3D_ColorNormalTex.frag.patch b/ccShader_3D_ColorNormalTex.frag.patch deleted file mode 100644 index 485e97e06872..000000000000 --- a/ccShader_3D_ColorNormalTex.frag.patch +++ /dev/null @@ -1,214 +0,0 @@ ---- /opt/cocos2d-x/cocos/renderer/ccShader_3D_ColorNormalTex.frag 2017-03-22 15:13:34.000000000 -0400 -+++ /tmp/ccShader_3D_ColorNormalTex.frag 2017-04-21 06:42:24.398482144 -0400 -@@ -1,78 +1,78 @@ - --const char* cc3D_ColorNormalTex_frag = R"( -+const char* cc3D_ColorNormalTex_frag = STRINGIFY( - --#if (MAX_DIRECTIONAL_LIGHT_NUM > 0) -+\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n - uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM]; - uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; --#endif --#if (MAX_POINT_LIGHT_NUM > 0) -+\n#endif\n -+\n#if (MAX_POINT_LIGHT_NUM > 0)\n - uniform vec3 u_PointLightSourceColor[MAX_POINT_LIGHT_NUM]; - uniform float u_PointLightSourceRangeInverse[MAX_POINT_LIGHT_NUM]; --#endif --#if (MAX_SPOT_LIGHT_NUM > 0) -+\n#endif\n -+\n#if (MAX_SPOT_LIGHT_NUM > 0)\n - uniform vec3 u_SpotLightSourceColor[MAX_SPOT_LIGHT_NUM]; - uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; - uniform float u_SpotLightSourceInnerAngleCos[MAX_SPOT_LIGHT_NUM]; - uniform float u_SpotLightSourceOuterAngleCos[MAX_SPOT_LIGHT_NUM]; - uniform float u_SpotLightSourceRangeInverse[MAX_SPOT_LIGHT_NUM]; --#endif -+\n#endif\n - uniform vec3 u_AmbientLightSourceColor; - --#ifdef GL_ES -+\n#ifdef GL_ES\n - varying mediump vec2 TextureCoordOut; - --#ifdef USE_NORMAL_MAPPING --#if MAX_DIRECTIONAL_LIGHT_NUM -+\n#ifdef USE_NORMAL_MAPPING\n -+\n#if MAX_DIRECTIONAL_LIGHT_NUM\n - varying mediump vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; --#endif --#endif --#if MAX_POINT_LIGHT_NUM -+\n#endif\n -+\n#endif\n -+\n#if MAX_POINT_LIGHT_NUM\n - varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; --#endif --#if MAX_SPOT_LIGHT_NUM -+\n#endif\n -+\n#if MAX_SPOT_LIGHT_NUM\n - varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; --#ifdef USE_NORMAL_MAPPING -+\n#ifdef USE_NORMAL_MAPPING\n - varying mediump vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; --#endif --#endif -+\n#endif\n -+\n#endif\n - --#ifndef USE_NORMAL_MAPPING --#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#ifndef USE_NORMAL_MAPPING\n -+\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - varying mediump vec3 v_normal; --#endif --#endif -+\n#endif\n -+\n#endif\n - --#else -+\n#else\n - - varying vec2 TextureCoordOut; - --#ifdef USE_NORMAL_MAPPING --#if MAX_DIRECTIONAL_LIGHT_NUM -+\n#ifdef USE_NORMAL_MAPPING\n -+\n#if MAX_DIRECTIONAL_LIGHT_NUM\n - varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; --#endif --#endif --#if MAX_POINT_LIGHT_NUM -+\n#endif\n -+\n#endif\n -+\n#if MAX_POINT_LIGHT_NUM\n - varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; --#endif --#if MAX_SPOT_LIGHT_NUM -+\n#endif\n -+\n#if MAX_SPOT_LIGHT_NUM\n - varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; --#ifdef USE_NORMAL_MAPPING -+\n#ifdef USE_NORMAL_MAPPING\n - varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; --#endif --#endif -+\n#endif\n -+\n#endif\n - --#ifndef USE_NORMAL_MAPPING --#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#ifndef USE_NORMAL_MAPPING\n -+\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - varying vec3 v_normal; --#endif --#endif -+\n#endif\n -+\n#endif\n - --#endif -+\n#endif\n - - uniform vec4 u_color; --#ifdef USE_NORMAL_MAPPING -+\n#ifdef USE_NORMAL_MAPPING\n - uniform sampler2D u_normalTex; --#endif -+\n#endif\n - - vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, float attenuation) - { -@@ -85,43 +85,43 @@ - void main(void) - { - --#ifdef USE_NORMAL_MAPPING -- #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#ifdef USE_NORMAL_MAPPING\n -+\n #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - vec3 normal = normalize(2.0 * texture2D(u_normalTex, TextureCoordOut).xyz - 1.0); -- #endif --#else -- #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n #endif\n -+\n#else\n -+\n #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - vec3 normal = normalize(v_normal); -- #endif --#endif -+\n #endif\n -+\n#endif\n - - vec4 combinedColor = vec4(u_AmbientLightSourceColor, 1.0); - - // Directional light contribution --#if (MAX_DIRECTIONAL_LIGHT_NUM > 0) -+\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n - for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i) - { --#ifdef USE_NORMAL_MAPPING -+\n#ifdef USE_NORMAL_MAPPING\n - vec3 lightDirection = normalize(v_dirLightDirection[i] * 2.0); --#else -+\n#else\n - vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0); --#endif -+\n#endif\n - combinedColor.xyz += computeLighting(normal, -lightDirection, u_DirLightSourceColor[i], 1.0); - } --#endif -+\n#endif\n - - // Point light contribution --#if (MAX_POINT_LIGHT_NUM > 0) -+\n#if (MAX_POINT_LIGHT_NUM > 0)\n - for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) - { - vec3 ldir = v_vertexToPointLightDirection[i] * u_PointLightSourceRangeInverse[i]; - float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0); - combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), u_PointLightSourceColor[i], attenuation); - } --#endif -+\n#endif\n - - // Spot light contribution --#if (MAX_SPOT_LIGHT_NUM > 0) -+\n#if (MAX_SPOT_LIGHT_NUM > 0)\n - for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) - { - // Compute range attenuation -@@ -129,11 +129,11 @@ - float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0); - vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]); - --#ifdef USE_NORMAL_MAPPING -+\n#ifdef USE_NORMAL_MAPPING\n - vec3 spotLightDirection = normalize(v_spotLightDirection[i] * 2.0); --#else -+\n#else\n - vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0); --#endif -+\n#endif\n - - // "-lightDirection" is used because light direction points in opposite direction to spot direction. - float spotCurrentAngleCos = dot(spotLightDirection, -vertexToSpotLightDirection); -@@ -143,13 +143,13 @@ - attenuation = clamp(attenuation, 0.0, 1.0); - combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, u_SpotLightSourceColor[i], attenuation); - } --#endif -+\n#endif\n - --#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor; --#else -+\n#else\n - gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color; --#endif -+\n#endif\n - - } --)"; -+); |