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author | Wilson E. Alvarez | 2017-01-04 16:44:08 -0400 |
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committer | Wilson E. Alvarez | 2017-01-04 16:44:08 -0400 |
commit | 34329dcd851a1aa3054cc5211327c98b17ef07a0 (patch) | |
tree | e92e62356bb61c441261c11f2846538e5cbd712c /ccShader_3D_PositionNormalTex.vert.patch | |
parent | 5e1dc36bda2e1684829db29b7749503309549a24 (diff) | |
download | aur-34329dcd851a1aa3054cc5211327c98b17ef07a0.tar.gz |
cocos2d-x V3.14
Diffstat (limited to 'ccShader_3D_PositionNormalTex.vert.patch')
-rw-r--r-- | ccShader_3D_PositionNormalTex.vert.patch | 161 |
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"( + |