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path: root/ccShader_3D_PositionNormalTex.vert.patch
blob: 2b111b205acba1a2d009c770edefcd205ca63ff6 (plain)
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--- /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"(