From b55f040ec6e90d5bb647bbb8677c8621d860f9aa Mon Sep 17 00:00:00 2001 From: songchengjiang Date: Fri, 27 Nov 2015 14:23:17 +0800 Subject: [PATCH] fix macro definition error --- .../renderer/ccShader_3D_ColorNormalTex.frag | 20 ++++++------- .../ccShader_3D_PositionNormalTex.vert | 30 +++++++++---------- 2 files changed, 25 insertions(+), 25 deletions(-) diff --git a/cocos/renderer/ccShader_3D_ColorNormalTex.frag b/cocos/renderer/ccShader_3D_ColorNormalTex.frag index 19886e2150..893cd55b0f 100644 --- a/cocos/renderer/ccShader_3D_ColorNormalTex.frag +++ b/cocos/renderer/ccShader_3D_ColorNormalTex.frag @@ -21,7 +21,7 @@ uniform vec3 u_AmbientLightSourceColor; \n#ifdef GL_ES\n varying mediump vec2 TextureCoordOut; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if MAX_DIRECTIONAL_LIGHT_NUM\n varying mediump vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -31,12 +31,12 @@ varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if MAX_SPOT_LIGHT_NUM\n varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n varying mediump vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n -\n#if !USE_NORMAL_MAPPING\n +\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 mediump vec3 v_normal; \n#endif\n @@ -46,7 +46,7 @@ varying mediump vec3 v_normal; varying vec2 TextureCoordOut; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if MAX_DIRECTIONAL_LIGHT_NUM\n varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -56,12 +56,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if MAX_SPOT_LIGHT_NUM\n varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n -\n#if !USE_NORMAL_MAPPING\n +\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; \n#endif\n @@ -70,7 +70,7 @@ varying vec3 v_normal; \n#endif\n uniform vec4 u_color; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n uniform sampler2D u_bumpTex; \n#endif\n @@ -85,7 +85,7 @@ vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, fl void main(void) { -\n#if USE_NORMAL_MAPPING\n +\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 normal = normalize(2.0 * texture2D(u_bumpTex, TextureCoordOut).xyz - 1.0); \n#endif\n @@ -101,7 +101,7 @@ void main(void) \n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i) { -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n vec3 lightDirection = normalize(v_dirLightDirection[i] * 2.0); \n#else\n vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0); @@ -129,7 +129,7 @@ void main(void) float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0); vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]); -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n vec3 spotLightDirection = normalize(v_spotLightDirection[i] * 2.0); \n#else\n vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0); diff --git a/cocos/renderer/ccShader_3D_PositionNormalTex.vert b/cocos/renderer/ccShader_3D_PositionNormalTex.vert index 6ea4d432f3..f7062684fa 100644 --- a/cocos/renderer/ccShader_3D_PositionNormalTex.vert +++ b/cocos/renderer/ccShader_3D_PositionNormalTex.vert @@ -1,7 +1,7 @@ const char* cc3D_PositionNormalTex_vert = STRINGIFY( -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -11,7 +11,7 @@ uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if (MAX_SPOT_LIGHT_NUM > 0)\n uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n @@ -19,13 +19,13 @@ uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec3 a_normal; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n attribute vec3 a_tangent; attribute vec3 a_binormal; \n#endif\n varying vec2 TextureCoordOut; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if MAX_DIRECTIONAL_LIGHT_NUM\n varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -35,12 +35,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if MAX_SPOT_LIGHT_NUM\n varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n -\n#if !USE_NORMAL_MAPPING\n +\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; \n#endif\n @@ -49,7 +49,7 @@ varying vec3 v_normal; void main(void) { vec4 ePosition = CC_MVMatrix * a_position; -\n#if USE_NORMAL_MAPPING\n +\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); @@ -115,7 +115,7 @@ void main(void) const char* cc3D_SkinPositionNormalTex_vert = STRINGIFY( -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -125,7 +125,7 @@ uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if (MAX_SPOT_LIGHT_NUM > 0)\n uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n @@ -138,7 +138,7 @@ attribute vec4 a_blendIndex; attribute vec2 a_texCoord; attribute vec3 a_normal; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n attribute vec3 a_tangent; attribute vec3 a_binormal; \n#endif\n @@ -150,7 +150,7 @@ uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3]; // Varyings varying vec2 TextureCoordOut; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n \n#if MAX_DIRECTIONAL_LIGHT_NUM\n varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; \n#endif\n @@ -160,12 +160,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; \n#endif\n \n#if MAX_SPOT_LIGHT_NUM\n varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; \n#endif\n \n#endif\n -\n#if !USE_NORMAL_MAPPING\n +\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; \n#endif\n @@ -219,7 +219,7 @@ void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, normal.x = dot(n, matrixPalette1); normal.y = dot(n, matrixPalette2); normal.z = dot(n, matrixPalette3); -\n#if USE_NORMAL_MAPPING\n +\n#ifdef USE_NORMAL_MAPPING\n vec4 t = vec4(a_tangent, 0.0); tangent.x = dot(t, matrixPalette1); tangent.y = dot(t, matrixPalette2); @@ -241,7 +241,7 @@ void main() getPositionAndNormal(position, normal, tangent, binormal); vec4 ePosition = CC_MVMatrix * position; -\n#if USE_NORMAL_MAPPING\n +\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 * tangent); vec3 eBinormal = normalize(CC_NormalMatrix * binormal);