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authorWilson E. Alvarez2017-01-04 16:44:08 -0400
committerWilson E. Alvarez2017-01-04 16:44:08 -0400
commit34329dcd851a1aa3054cc5211327c98b17ef07a0 (patch)
treee92e62356bb61c441261c11f2846538e5cbd712c /ccShader_3D_PositionNormalTex.vert.patch
parent5e1dc36bda2e1684829db29b7749503309549a24 (diff)
downloadaur-34329dcd851a1aa3054cc5211327c98b17ef07a0.tar.gz
cocos2d-x V3.14
Diffstat (limited to 'ccShader_3D_PositionNormalTex.vert.patch')
-rw-r--r--ccShader_3D_PositionNormalTex.vert.patch161
1 files changed, 161 insertions, 0 deletions
diff --git a/ccShader_3D_PositionNormalTex.vert.patch b/ccShader_3D_PositionNormalTex.vert.patch
new file mode 100644
index 000000000000..2b111b205acb
--- /dev/null
+++ b/ccShader_3D_PositionNormalTex.vert.patch
@@ -0,0 +1,161 @@
+--- /opt/cocos2d-x/cocos/renderer/ccShader_3D_PositionNormalTex.vert 2016-12-29 13:42:38.000000000 -0400
++++ /tmp/ccShader_3D_PositionNormalTex.vert 2017-01-04 15:03:03.470085652 -0400
+@@ -1,70 +1,70 @@
+
+-const char* cc3D_PositionNormalTex_vert = R"(
++const char* cc3D_PositionNormalTex_vert = STRINGIFY(
+
+-#ifdef USE_NORMAL_MAPPING
+-#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
++\n#ifdef USE_NORMAL_MAPPING\n
++\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
+ uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
+-#endif
+-#endif
+-#if (MAX_POINT_LIGHT_NUM > 0)
++\n#endif\n
++\n#endif\n
++\n#if (MAX_POINT_LIGHT_NUM > 0)\n
+ uniform vec3 u_PointLightSourcePosition[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_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
+-#ifdef USE_NORMAL_MAPPING
++\n#ifdef USE_NORMAL_MAPPING\n
+ uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
+-#endif
+-#endif
++\n#endif\n
++\n#endif\n
+
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ attribute vec3 a_normal;
+-#ifdef USE_NORMAL_MAPPING
++\n#ifdef USE_NORMAL_MAPPING\n
+ attribute vec3 a_tangent;
+ attribute vec3 a_binormal;
+-#endif
++\n#endif\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
+
+ void main(void)
+ {
+ vec4 ePosition = CC_MVMatrix * a_position;
+-#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 eTangent = normalize(CC_NormalMatrix * a_tangent);
+ vec3 eBinormal = normalize(CC_NormalMatrix * a_binormal);
+ vec3 eNormal = normalize(CC_NormalMatrix * a_normal);
+- #endif
+- #if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
++\n #endif\n
++\n #if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
+ for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
+ {
+ v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
+ v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
+ v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
+ }
+- #endif
++\n #endif\n
+
+- #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 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
+@@ -72,9 +72,9 @@
+ v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
+ v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
+ }
+- #endif
++\n #endif\n
+
+- #if (MAX_SPOT_LIGHT_NUM > 0)
++\n #if (MAX_SPOT_LIGHT_NUM > 0)\n
+ for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
+ {
+ vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
+@@ -86,32 +86,32 @@
+ v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
+ v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
+ }
+- #endif
+-#else
+- #if (MAX_POINT_LIGHT_NUM > 0)
++\n #endif\n
++\n#else\n
++\n #if (MAX_POINT_LIGHT_NUM > 0)\n
+ for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
+ {
+ v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
+ }
+- #endif
++\n #endif\n
+
+- #if (MAX_SPOT_LIGHT_NUM > 0)
++\n #if (MAX_SPOT_LIGHT_NUM > 0)\n
+ for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
+ {
+ v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
+ }
+- #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
+ v_normal = CC_NormalMatrix * a_normal;
+- #endif
+-#endif
++\n #endif\n
++\n#endif\n
+
+ TextureCoordOut = a_texCoord;
+ TextureCoordOut.y = 1.0 - TextureCoordOut.y;
+ gl_Position = CC_PMatrix * ePosition;
+ }
+-)";
++);
+
+ const char* cc3D_SkinPositionNormalTex_vert = R"(
+