mirror of https://github.com/axmolengine/axmol.git
fix macro definition error
This commit is contained in:
parent
642e19baef
commit
b55f040ec6
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@ -21,7 +21,7 @@ uniform vec3 u_AmbientLightSourceColor;
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\n#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying mediump vec2 TextureCoordOut;
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varying mediump vec2 TextureCoordOut;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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varying mediump vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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varying mediump vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -31,12 +31,12 @@ varying mediump vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying mediump vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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varying mediump vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying mediump vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#if !USE_NORMAL_MAPPING\n
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\n#ifndef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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varying mediump vec3 v_normal;
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varying mediump vec3 v_normal;
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\n#endif\n
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\n#endif\n
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@ -46,7 +46,7 @@ varying mediump vec3 v_normal;
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varying vec2 TextureCoordOut;
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varying vec2 TextureCoordOut;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -56,12 +56,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#if !USE_NORMAL_MAPPING\n
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\n#ifndef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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varying vec3 v_normal;
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varying vec3 v_normal;
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\n#endif\n
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\n#endif\n
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@ -70,7 +70,7 @@ varying vec3 v_normal;
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\n#endif\n
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\n#endif\n
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uniform vec4 u_color;
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uniform vec4 u_color;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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uniform sampler2D u_bumpTex;
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uniform sampler2D u_bumpTex;
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\n#endif\n
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\n#endif\n
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@ -85,7 +85,7 @@ vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, fl
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void main(void)
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void main(void)
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{
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{
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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vec3 normal = normalize(2.0 * texture2D(u_bumpTex, TextureCoordOut).xyz - 1.0);
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vec3 normal = normalize(2.0 * texture2D(u_bumpTex, TextureCoordOut).xyz - 1.0);
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\n#endif\n
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\n#endif\n
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@ -101,7 +101,7 @@ void main(void)
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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{
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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vec3 lightDirection = normalize(v_dirLightDirection[i] * 2.0);
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vec3 lightDirection = normalize(v_dirLightDirection[i] * 2.0);
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\n#else\n
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\n#else\n
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vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0);
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vec3 lightDirection = normalize(u_DirLightSourceDirection[i] * 2.0);
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@ -129,7 +129,7 @@ void main(void)
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
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vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
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vec3 vertexToSpotLightDirection = normalize(v_vertexToSpotLightDirection[i]);
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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vec3 spotLightDirection = normalize(v_spotLightDirection[i] * 2.0);
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vec3 spotLightDirection = normalize(v_spotLightDirection[i] * 2.0);
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\n#else\n
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\n#else\n
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vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0);
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vec3 spotLightDirection = normalize(u_SpotLightSourceDirection[i] * 2.0);
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@ -1,7 +1,7 @@
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const char* cc3D_PositionNormalTex_vert = STRINGIFY(
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const char* cc3D_PositionNormalTex_vert = STRINGIFY(
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -11,7 +11,7 @@ uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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@ -19,13 +19,13 @@ uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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attribute vec3 a_normal;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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attribute vec3 a_tangent;
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attribute vec3 a_tangent;
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attribute vec3 a_binormal;
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attribute vec3 a_binormal;
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\n#endif\n
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\n#endif\n
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varying vec2 TextureCoordOut;
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varying vec2 TextureCoordOut;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -35,12 +35,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#if !USE_NORMAL_MAPPING\n
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\n#ifndef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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varying vec3 v_normal;
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varying vec3 v_normal;
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\n#endif\n
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\n#endif\n
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@ -49,7 +49,7 @@ varying vec3 v_normal;
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void main(void)
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void main(void)
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{
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{
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vec4 ePosition = CC_MVMatrix * a_position;
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vec4 ePosition = CC_MVMatrix * a_position;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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vec3 eTangent = normalize(CC_NormalMatrix * a_tangent);
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vec3 eTangent = normalize(CC_NormalMatrix * a_tangent);
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vec3 eBinormal = normalize(CC_NormalMatrix * a_binormal);
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vec3 eBinormal = normalize(CC_NormalMatrix * a_binormal);
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@ -115,7 +115,7 @@ void main(void)
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const char* cc3D_SkinPositionNormalTex_vert = STRINGIFY(
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const char* cc3D_SkinPositionNormalTex_vert = STRINGIFY(
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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\n#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -125,7 +125,7 @@ uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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\n#if (MAX_SPOT_LIGHT_NUM > 0)\n
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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@ -138,7 +138,7 @@ attribute vec4 a_blendIndex;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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attribute vec3 a_normal;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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attribute vec3 a_tangent;
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attribute vec3 a_tangent;
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attribute vec3 a_binormal;
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attribute vec3 a_binormal;
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\n#endif\n
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\n#endif\n
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@ -150,7 +150,7 @@ uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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// Varyings
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// Varyings
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varying vec2 TextureCoordOut;
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varying vec2 TextureCoordOut;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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\n#if MAX_DIRECTIONAL_LIGHT_NUM\n
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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@ -160,12 +160,12 @@ varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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\n#if MAX_SPOT_LIGHT_NUM\n
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#endif\n
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\n#if !USE_NORMAL_MAPPING\n
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\n#ifndef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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varying vec3 v_normal;
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varying vec3 v_normal;
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\n#endif\n
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\n#endif\n
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@ -219,7 +219,7 @@ void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent,
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normal.x = dot(n, matrixPalette1);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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normal.z = dot(n, matrixPalette3);
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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vec4 t = vec4(a_tangent, 0.0);
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vec4 t = vec4(a_tangent, 0.0);
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tangent.x = dot(t, matrixPalette1);
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tangent.x = dot(t, matrixPalette1);
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tangent.y = dot(t, matrixPalette2);
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tangent.y = dot(t, matrixPalette2);
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@ -241,7 +241,7 @@ void main()
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getPositionAndNormal(position, normal, tangent, binormal);
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getPositionAndNormal(position, normal, tangent, binormal);
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vec4 ePosition = CC_MVMatrix * position;
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vec4 ePosition = CC_MVMatrix * position;
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\n#if USE_NORMAL_MAPPING\n
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\n#ifdef USE_NORMAL_MAPPING\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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\n#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))\n
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vec3 eTangent = normalize(CC_NormalMatrix * tangent);
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vec3 eTangent = normalize(CC_NormalMatrix * tangent);
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vec3 eBinormal = normalize(CC_NormalMatrix * binormal);
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vec3 eBinormal = normalize(CC_NormalMatrix * binormal);
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