diff options
Diffstat (limited to 'ccShader_3D_ColorNormal.frag.patch')
-rw-r--r-- | ccShader_3D_ColorNormal.frag.patch | 134 |
1 files changed, 0 insertions, 134 deletions
diff --git a/ccShader_3D_ColorNormal.frag.patch b/ccShader_3D_ColorNormal.frag.patch deleted file mode 100644 index db928740549b..000000000000 --- a/ccShader_3D_ColorNormal.frag.patch +++ /dev/null @@ -1,134 +0,0 @@ ---- /opt/cocos2d-x/cocos/renderer/ccShader_3D_ColorNormal.frag 2017-03-22 15:13:34.000000000 -0400 -+++ /tmp/ccShader_3D_ColorNormal.frag 2017-04-21 06:42:23.881812268 -0400 -@@ -1,49 +1,49 @@ - --const char* cc3D_ColorNormal_frag = R"( -+const char* cc3D_ColorNormal_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; --#if MAX_POINT_LIGHT_NUM -+\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]; --#endif --#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#endif\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 -+\n#endif\n - --#else -+\n#else\n - - varying vec2 TextureCoordOut; --#if MAX_POINT_LIGHT_NUM -+\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]; --#endif --#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) -+\n#endif\n -+\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n - varying vec3 v_normal; --#endif -+\n#endif\n - --#endif -+\n#endif\n - - uniform vec4 u_color; - -@@ -57,33 +57,33 @@ - - void main(void) - { --#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 - vec3 normal = normalize(v_normal); --#endif -+\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) - { - vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0); - 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 -@@ -101,13 +101,13 @@ - 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 = u_color * combinedColor; --#else -+\n#else\n - gl_FragColor = u_color; --#endif -+\n#endif\n - - } --)"; -+); |