--- /opt/cocos2d-x/cocos/renderer/ccShader_3D_ColorNormal.frag 2016-12-29 13:42:38.000000000 -0400 +++ /tmp/ccShader_3D_ColorNormal.frag 2017-01-04 15:03:03.186784936 -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 } -)"; +);