mirror of https://github.com/axmolengine/axmol.git
Revert define on shader, not suitable glslcc
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3251c7f621
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@ -25,16 +25,6 @@
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const char* CC3D_colorNormal_frag = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM];
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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@ -25,16 +25,6 @@
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const char* CC3D_colorNormalTexture_frag = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceColor[MAX_DIRECTIONAL_LIGHT_NUM];
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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@ -25,16 +25,6 @@
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const char* CC3D_positionNormalTexture_vert = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#ifdef USE_NORMAL_MAPPING
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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@ -154,16 +144,6 @@ void main(void)
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const char* CC3D_skinPositionNormalTexture_vert = R"(
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#ifndef MAX_DIRECTIONAL_LIGHT_NUM
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#define MAX_DIRECTIONAL_LIGHT_NUM 0
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#endif
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#ifndef MAX_POINT_LIGHT_NUM
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#define MAX_POINT_LIGHT_NUM 0
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#endif
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#ifndef MAX_SPOT_LIGHT_NUM
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#define MAX_SPOT_LIGHT_NUM 0
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#endif
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#ifdef USE_NORMAL_MAPPING
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#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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