Hello,

A small FYI from out-of-tree builder, this broke distcheck:

  make[3]: *** No rule to make target
'modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd', needed
by 'modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x'.  Stop.

Maybe something went wrong with Makefile_Evas.am changes...

On 02/18/2015 11:43 PM, Dmytro Dadyka wrote:
> cedric pushed a commit to branch master.
> 
> http://git.enlightenment.org/core/efl.git/commit/?id=b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52
> 
> commit b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52
> Author: Dmytro Dadyka <[email protected]>
> Date:   Wed Feb 18 21:19:28 2015 +0100
> 
>     evas: Evas_3D - refactor shader system.
>     
>     Reviewers: Hermet, raster, jpeg, cedric
>     
>     Subscribers: artem.popov, cedric
>     
>     Differential Revision: https://phab.enlightenment.org/D1947
>     
>     Signed-off-by: Cedric BAIL <[email protected]>
> ---
>  .gitignore                                         |    1 +
>  src/Makefile_Evas.am                               |   30 +
>  src/modules/evas/engines/gl_common/evas_gl_3d.c    |    7 +-
>  .../evas/engines/gl_common/evas_gl_3d_private.h    |   27 +-
>  .../evas/engines/gl_common/evas_gl_3d_shader.c     | 1097 
> +-------------------
>  .../gl_common/shader_3d/color_pick_frag.shd        |    7 +
>  .../gl_common/shader_3d/color_pick_vert.shd        |   28 +
>  .../engines/gl_common/shader_3d/diffuse_frag.shd   |   47 +
>  .../engines/gl_common/shader_3d/diffuse_vert.shd   |   52 +
>  .../evas/engines/gl_common/shader_3d/flat_frag.shd |  195 ++++
>  .../evas/engines/gl_common/shader_3d/flat_vert.shd |  154 +++
>  .../engines/gl_common/shader_3d/gen_shaders_3d.sh  |   45 +
>  .../gl_common/shader_3d/normal_map_frag.shd        |  283 +++++
>  .../gl_common/shader_3d/normal_map_vert.shd        |  189 ++++
>  .../engines/gl_common/shader_3d/phong_frag.shd     |  235 +++++
>  .../engines/gl_common/shader_3d/phong_vert.shd     |  116 +++
>  .../gl_common/shader_3d/shadow_map_frag.shd        |    4 +
>  .../gl_common/shader_3d/shadow_map_vert.shd        |   28 +
>  .../gl_common/shader_3d/vertex_color_frag.shd      |   20 +
>  .../gl_common/shader_3d/vertex_color_vert.shd      |   50 +
>  20 files changed, 1553 insertions(+), 1062 deletions(-)
> 
> diff --git a/.gitignore b/.gitignore
> index 4f04840..96345bf 100644
> --- a/.gitignore
> +++ b/.gitignore
> @@ -67,4 +67,5 @@ tags
>  /config.rpath
>  /coverage
>  /src/lib/ecore_x/ecore_x_vsync
> +/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
>  Session.vim
> diff --git a/src/Makefile_Evas.am b/src/Makefile_Evas.am
> index 0651d7f..3cfbced 100644
> --- a/src/Makefile_Evas.am
> +++ b/src/Makefile_Evas.am
> @@ -586,6 +586,7 @@ modules/evas/engines/gl_common/evas_gl_api.c \
>  modules/evas/engines/gl_common/evas_gl_api_gles1.c \
>  modules/evas/engines/gl_common/evas_gl_api_ext.c \
>  modules/evas/engines/gl_common/shader/evas_gl_shaders.x \
> +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \
>  modules/evas/engines/gl_common/shader/evas_gl_enum.x
>  
>  # 3D
> @@ -729,6 +730,35 @@ modules/evas/engines/gl_common/shader/evas_gl_shaders.x: 
> modules/evas/engines/gl
>  
>  modules/evas/engines/gl_common/shader/evas_gl_enum.x: 
> modules/evas/engines/gl_common/shader/evas_gl_shaders.x
>  
> +# NOTE: order here should be equal with modes in file Evas_Eo.h
> +GL_SHADERS_3D_GEN = \
> +modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/flat_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/flat_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/phong_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/phong_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd \
> +modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd \
> +modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd \
> +$(NULL)
> +
> +EXTRA_DIST += \
> +modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh
> +
> +BUILT_SOURCES += \
> +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
> +
> +modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x: 
> modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh 
> $(GL_SHADERS_3D_GEN)
> +     @echo "  SHADERS_3D  $@"
> +     @modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh 
> $(GL_SHADERS_3D_GEN)
> +
> +
>  GL_GENERIC_SOURCES = \
>  modules/evas/engines/gl_generic/evas_engine.c \
>  modules/evas/engines/gl_generic/Evas_Engine_GL_Generic.h
> diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d.c 
> b/src/modules/evas/engines/gl_common/evas_gl_3d.c
> index b1b277d..403aea6 100644
> --- a/src/modules/evas/engines/gl_common/evas_gl_3d.c
> +++ b/src/modules/evas/engines/gl_common/evas_gl_3d.c
> @@ -1144,13 +1144,10 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
>       }
>  
>     if (pdmesh->shadowed)
> -        data->flags |= E3D_SHADER_FLAG_SHADOWED;
> +     data->flags |= E3D_SHADER_FLAG_SHADOWED;
>  
>     if (pdmesh->color_pick_enabled)
> -     {
> -        data->flags |= E3D_SHADER_FLAG_COLOR_PICK_ENABLED;
> -        data->color_pick_key = pdmesh->color_pick_key;
> -     }
> +     data->color_pick_key = pdmesh->color_pick_key;
>  
>     data->blending = pdmesh->blending;
>     data->blend_sfactor = pdmesh->blend_sfactor;
> diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h 
> b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h
> index 6d956f5..78ddc42 100644
> --- a/src/modules/evas/engines/gl_common/evas_gl_3d_private.h
> +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_private.h
> @@ -7,6 +7,7 @@ typedef struct _E3D_Program   E3D_Program;
>  typedef struct _E3D_Draw_Data E3D_Draw_Data;
>  typedef unsigned long         E3D_Shader_Flag;
>  
> +// NOTE: order here should be equal with flag names in file 
> evas_gl_3d_shader.c
>  #define E3D_SHADER_FLAG_NORMALIZE_NORMALS       (1 << 0)
>  #define E3D_SHADER_FLAG_VERTEX_POSITION         (1 << 1)
>  #define E3D_SHADER_FLAG_VERTEX_POSITION_BLEND   (1 << 2)
> @@ -25,19 +26,19 @@ typedef unsigned long         E3D_Shader_Flag;
>  #define E3D_SHADER_FLAG_DIFFUSE                 (1 << 15)
>  #define E3D_SHADER_FLAG_SPECULAR                (1 << 16)
>  #define E3D_SHADER_FLAG_EMISSION                (1 << 17)
> -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE         (1 << 19)
> -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE         (1 << 20)
> -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE        (1 << 21)
> -#define E3D_SHADER_FLAG_EMISSION_TEXTURE        (1 << 22)
> -#define E3D_SHADER_FLAG_NORMAL_TEXTURE          (1 << 23)
> -#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND   (1 << 24)
> -#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND   (1 << 25)
> -#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND  (1 << 26)
> -#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND  (1 << 27)
> -#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND    (1 << 28)
> -#define E3D_SHADER_FLAG_FOG_ENABLED             (1 << 29)
> -#define E3D_SHADER_FLAG_SHADOWED                (1 << 30)
> -#define E3D_SHADER_FLAG_COLOR_PICK_ENABLED      (1 << 31)
> +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE         (1 << 18)
> +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE         (1 << 19)
> +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE        (1 << 20)
> +#define E3D_SHADER_FLAG_EMISSION_TEXTURE        (1 << 21)
> +#define E3D_SHADER_FLAG_NORMAL_TEXTURE          (1 << 22)
> +#define E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND   (1 << 23)
> +#define E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND   (1 << 24)
> +#define E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND  (1 << 25)
> +#define E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND  (1 << 26)
> +#define E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND    (1 << 27)
> +#define E3D_SHADER_FLAG_FOG_ENABLED             (1 << 28)
> +#define E3D_SHADER_FLAG_SHADOWED                (1 << 29)
> +#define E3D_SHADER_FLAG_COUNT                    30
>  
>  static inline Eina_Bool
>  _flags_need_tex_coord(E3D_Shader_Flag flags)
> diff --git a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c 
> b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c
> index 757b265..4f8fced 100644
> --- a/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c
> +++ b/src/modules/evas/engines/gl_common/evas_gl_3d_shader.c
> @@ -1,4 +1,5 @@
>  #include "evas_gl_3d_private.h"
> +#include "shader_3d/evas_gl_3d_shaders.x"
>  
>  typedef enum _E3D_Uniform
>  {
> @@ -54,6 +55,40 @@ typedef enum _E3D_Uniform
>     E3D_UNIFORM_COUNT,
>  } E3D_Uniform;
>  
> +static const char *shader_flag_names[] =
> +{
> +   "NORMALIZE_NORMALS",
> +   "VERTEX_POSITION",
> +   "VERTEX_POSITION_BLEND",
> +   "VERTEX_NORMAL",
> +   "VERTEX_NORMAL_BLEND",
> +   "VERTEX_TANGENT",
> +   "VERTEX_TANGENT_BLEND",
> +   "VERTEX_COLOR",
> +   "VERTEX_COLOR_BLEND",
> +   "VERTEX_TEXCOORD",
> +   "VERTEX_TEXCOORD_BLEND",
> +   "LIGHT_DIRECTIONAL",
> +   "LIGHT_SPOT",
> +   "LIGHT_ATTENUATION",
> +   "AMBIENT",
> +   "DIFFUSE",
> +   "SPECULAR",
> +   "EMISSION",
> +   "DIFFUSE_TEXTURE",
> +   "AMBIENT_TEXTURE",
> +   "SPECULAR_TEXTURE",
> +   "EMISSION_TEXTURE",
> +   "NORMAL_TEXTURE",
> +   "DIFFUSE_TEXTURE_BLEND",
> +   "AMBIENT_TEXTURE_BLEND",
> +   "SPECULAR_TEXTURE_BLEND",
> +   "EMISSION_TEXTURE_BLEND",
> +   "NORMAL_TEXTURE_BLEND",
> +   "FOG_ENABLED",
> +   "SHADOWED"
> +};
> +
>  typedef struct _E3D_Shader_String
>  {
>     char *str;
> @@ -117,1050 +152,21 @@ void _shader_string_add(E3D_Shader_String *shader, 
> const char *str)
>     shader->count += len;
>  }
>  
> -#define ADD_LINE(str)   _shader_string_add(shader, str"\n")
> -
> -static void
> -_vertex_shader_string_variable_add(E3D_Shader_String *shader,
> -                                   Evas_3D_Shade_Mode mode, E3D_Shader_Flag 
> flags)
> -{
> -   ADD_LINE("uniform mat4  uMatrixMvp;");
> -
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("uniform mat4 uMatrixLight;");
> -        ADD_LINE("varying vec4 lpos;");
> -     }
> -
> -   /* Vertex attributes. */
> -   if (flags & E3D_SHADER_FLAG_VERTEX_POSITION)
> -     ADD_LINE("attribute   vec4  aPosition0;");
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND)
> -     {
> -        ADD_LINE("attribute   vec4  aPosition1;");
> -        ADD_LINE("uniform     float uPositionWeight;");
> -     }
> -
> -   else if (mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER) return;
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL)
> -     ADD_LINE("attribute   vec4  aNormal0;");
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND)
> -     {
> -        ADD_LINE("attribute   vec4  aNormal1;");
> -        ADD_LINE("uniform     float uNormalWeight;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
> -     ADD_LINE("attribute   vec4  aTangent0;");
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND)
> -     {
> -        ADD_LINE("attribute   vec4  aTangent1;");
> -        ADD_LINE("uniform     float uTangentWeight;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_COLOR)
> -     ADD_LINE("attribute   vec4  aColor0;");
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND)
> -     {
> -        ADD_LINE("attribute   vec4  aColor1;");
> -        ADD_LINE("uniform     float uColorWeight;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD)
> -     ADD_LINE("attribute   vec4  aTexCoord0;");
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND)
> -     {
> -        ADD_LINE("attribute   vec4  aTexCoord1;");
> -        ADD_LINE("uniform     float uTexCoordWeight;");
> -     }
> -
> -   /* Texture coordinate. */
> -   if (_flags_need_tex_coord(flags))
> -     ADD_LINE("varying vec2 vTexCoord;");
> -
> -   /* Variables for each shade modes. */
> -   if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
> -     {
> -        ADD_LINE("varying     vec4  vColor;");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
> -     {
> -        /* Nothing to declare. */
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     {
> -        ADD_LINE("uniform   mat3  uMatrixNormal;");
> -        ADD_LINE("uniform   mat4  uMatrixModelview;");
> -        ADD_LINE("uniform   vec4  uLightPosition;");
> -
> -        ADD_LINE("varying   vec2  vFactor;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
> -          {
> -             ADD_LINE("uniform   vec3  uLightSpotDir;");
> -             ADD_LINE("uniform   float uLightSpotExp;");
> -             ADD_LINE("uniform   float uLightSpotCutoffCos;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR)
> -          ADD_LINE("uniform float   uMaterialShininess;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -          ADD_LINE("uniform   vec3  uLightAtten;");
> -   }
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == 
> EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     {
> -        ADD_LINE("uniform  mat3  uMatrixNormal;");
> -        ADD_LINE("uniform  mat4  uMatrixModelview;");
> -        ADD_LINE("uniform  vec4  uLightPosition;");
> -        ADD_LINE("varying  vec3  vLightVector;");
> -        ADD_LINE("varying  vec3  vLightHalfVector;");
> -
> -       if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -          ADD_LINE("varying  vec3  vEyeVector;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -          ADD_LINE("varying  float vLightDist;");
> -
> -        if (mode == EVAS_3D_SHADE_MODE_PHONG || (flags & 
> E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
> -          ADD_LINE("varying   vec3  vNormal;");
> -     }
> -}
> -
> -static void
> -_vertex_shader_string_func_flat_add(E3D_Shader_String *shader,
> -                                    Evas_3D_Shade_Mode mode EINA_UNUSED, 
> E3D_Shader_Flag flags)
> -{
> -   ADD_LINE("void vertexFlat(vec4 position, vec3 normal) {");
> -
> -   ADD_LINE("vec3  lv;");
> -   ADD_LINE("float factor;");
> -
> -   ADD_LINE("normal = uMatrixNormal * normal;");
> -   ADD_LINE("position = uMatrixModelview * position;");
> -
> -   if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
> -     ADD_LINE("normal = normalize(normal);");
> -
> -   if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
> -     {
> -        ADD_LINE("lv = uLightPosition.xyz;");
> -     }
> -   else
> -     {
> -        ADD_LINE("lv = uLightPosition.xyz - position.xyz;");
> -        ADD_LINE("lv = normalize(lv);");
> -     }
> -
> -   ADD_LINE("factor = max(dot(lv, normal), 0.0);");
> -
> -   if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
> -     {
> -        ADD_LINE("float f = dot(-lv, uLightSpotDir);");
> -        ADD_LINE("if (f > uLightSpotCutoffCos)");
> -        ADD_LINE("factor *= pow(f, uLightSpotExp);");
> -        ADD_LINE("else");
> -        ADD_LINE("factor = 0.0;");
> -     }
> -
> -   ADD_LINE("if (factor > 0.0) {");
> -
> -   /* Diffuse term. */
> -   if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -     ADD_LINE("vFactor.x = factor;");
> -   else
> -     ADD_LINE("vFactor.x = 0.0;");
> -
> -   /* Specular term. */
> -   if (flags & E3D_SHADER_FLAG_SPECULAR)
> -     {
> -        ADD_LINE("vec3  hv = normalize(normalize(-position.xyz) + lv);");
> -        ADD_LINE("factor = pow(max(dot(hv, normal), 0.0), 
> uMaterialShininess);");
> -        ADD_LINE("vFactor.y = factor;");
> -     }
> -
> -   ADD_LINE("} else {");
> -   ADD_LINE("vFactor = vec2(0.0, 0.0);");
> -   ADD_LINE("}");
> -
> -   /* Light attenuation. */
> -   if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -     {
> -        ADD_LINE("float dist = length(lv);");
> -        ADD_LINE("vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * 
> dist));");
> -     }
> -
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_vertex_shader_string_func_phong_add(E3D_Shader_String *shader,
> -                                     Evas_3D_Shade_Mode mode EINA_UNUSED, 
> E3D_Shader_Flag flags)
> -{
> -   ADD_LINE("void vertexPhong(vec4 position, vec3 normal) {");
> -
> -   ADD_LINE("normal = uMatrixNormal * normal;");
> -   ADD_LINE("position = uMatrixModelview * position;");
> -
> -   if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
> -     ADD_LINE("normal = normalize(normal);");
> -
> -   if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
> -     {
> -        ADD_LINE("vLightVector = uLightPosition.xyz;");
> -     }
> -   else
> -     {
> -        ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -          ADD_LINE("vLightDist = length(vLightVector);");
> -
> -        ADD_LINE("vLightVector = normalize(vLightVector);");
> -     }
> -
> -   ADD_LINE("vLightHalfVector = normalize(normalize(-position.xyz) + 
> vLightVector);");
> -   ADD_LINE("vNormal = normal;");
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_vertex_shader_string_func_normal_map_add(E3D_Shader_String *shader,
> -                                          Evas_3D_Shade_Mode mode 
> EINA_UNUSED,
> -                                          E3D_Shader_Flag flags)
> -{
> -   if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
> -     {
> -        ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal) {");
> -
> -        ADD_LINE("normal = uMatrixNormal * normal;");
> -        ADD_LINE("position = uMatrixModelview * position;");
> -        ADD_LINE("vEyeVector = normalize(-position.xyz);");
> -
> -        if (flags & E3D_SHADER_FLAG_NORMALIZE_NORMALS)
> -          ADD_LINE("normal = normalize(normal);");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
> -          {
> -             ADD_LINE("vLightVector = uLightPosition.xyz;");
> -          }
> -        else
> -          {
> -             ADD_LINE("vLightVector = uLightPosition.xyz - position.xyz;");
> -
> -             if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -               ADD_LINE("vLightDist = length(vLightVector);");
> -
> -             ADD_LINE("vLightVector = normalize(vLightVector);");
> -          }
> -
> -        ADD_LINE("vLightHalfVector = normalize(vEyeVector + vLightVector);");
> -        ADD_LINE("vNormal = normal;");
> -        ADD_LINE("}");
> -     }
> -   else
> -     {
> -        ADD_LINE("void vertexNormalMap(vec4 position, vec3 normal, vec3 
> tangent) {");
> -
> -        ADD_LINE("vec3 n = normalize(uMatrixNormal * normal);");
> -        ADD_LINE("vec3 t = normalize(uMatrixNormal * tangent);");
> -        ADD_LINE("vec3 b = cross(n, t);");
> -        ADD_LINE("vec3 tmp;");
> -
> -        ADD_LINE("position = uMatrixModelview * position;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_DIRECTIONAL)
> -          {
> -             ADD_LINE("vec3 lightDir = uLightPosition.xyz;");
> -          }
> -        else
> -          {
> -             ADD_LINE("vec3 lightDir = uLightPosition.xyz - position.xyz;");
> -
> -             if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -               ADD_LINE("vLightDist = length(lightDir);");
> -
> -             ADD_LINE("lightDir = normalize(lightDir);");
> -          }
> -
> -        ADD_LINE("tmp.x = dot(lightDir, t);");
> -        ADD_LINE("tmp.y = dot(lightDir, b);");
> -        ADD_LINE("tmp.z = dot(lightDir, n);");
> -        ADD_LINE("vLightVector = tmp;");
> -
> -        ADD_LINE("tmp.x = dot(position.xyz, t);");
> -        ADD_LINE("tmp.y = dot(position.xyz, b);");
> -        ADD_LINE("tmp.z = dot(position.xyz, n);");
> -        ADD_LINE("vEyeVector = normalize(tmp);");
> -
> -        ADD_LINE("vec3 hv = normalize(normalize(-position.xyz) + 
> lightDir);");
> -        ADD_LINE("tmp.x = dot(hv, t);");
> -        ADD_LINE("tmp.y = dot(hv, b);");
> -        ADD_LINE("tmp.z = dot(hv, n);");
> -        ADD_LINE("vLightHalfVector = tmp;");
> -
> -        ADD_LINE("}");
> -     }
> -}
> -
> -static void
> -_vertex_shader_string_get(E3D_Shader_String *shader,
> -                          Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
> -{
> -   /* Add variables - vertex attributes. */
> -   _vertex_shader_string_variable_add(shader, mode, flags);
> -
> -   /* Add functions. */
> -   if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     _vertex_shader_string_func_flat_add(shader, mode, flags);
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG)
> -     _vertex_shader_string_func_phong_add(shader, mode, flags);
> -   else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     _vertex_shader_string_func_normal_map_add(shader, mode, flags);
> -
> -   ADD_LINE("void main() {");
> -
> -   /* Process vertex attributes. */
> -   if (flags & E3D_SHADER_FLAG_VERTEX_POSITION_BLEND)
> -     {
> -        ADD_LINE("vec4 position = aPosition0 * uPositionWeight + ");
> -        ADD_LINE("aPosition1 * (1.0 - uPositionWeight);");
> -        ADD_LINE("position = vec4(position.xyz, 1.0);");
> -     }
> -   else if (flags & E3D_SHADER_FLAG_VERTEX_POSITION)
> -     {
> -        ADD_LINE("vec4 position = vec4(aPosition0.xyz, 1.0);");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL_BLEND)
> -     {
> -        ADD_LINE("vec3 normal = aNormal0.xyz * uNormalWeight + ");
> -        ADD_LINE("aNormal1.xyz * (1.0 - uNormalWeight);");
> -     }
> -   else if (flags & E3D_SHADER_FLAG_VERTEX_NORMAL)
> -     {
> -        ADD_LINE("vec3 normal = aNormal0.xyz;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT_BLEND)
> -     {
> -        ADD_LINE("vec3 tangent = aTangent0.xyz * uTangentWeight + ");
> -        ADD_LINE("aTangent1.xyz * (1.0 - uTangentWeight);");
> -     }
> -   else if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
> -     {
> -        ADD_LINE("vec3 tangent = aTangent0.xyz;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_COLOR_BLEND)
> -     {
> -        ADD_LINE("vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - 
> uColorWeight);");
> -     }
> -   else if (flags & E3D_SHADER_FLAG_VERTEX_COLOR)
> -     {
> -        ADD_LINE("vec4 color = aColor0;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD_BLEND)
> -     {
> -        ADD_LINE("vTexCoord = aTexCoord0.st * uTexCoordWeight + ");
> -        ADD_LINE("aTexCoord1.st * (1.0 - uTexCoordWeight);");
> -     }
> -   else if (flags & E3D_SHADER_FLAG_VERTEX_TEXCOORD)
> -     {
> -        ADD_LINE("vTexCoord = aTexCoord0.st;");
> -     }
> -
> -   /* Transform vertex position. */
> -   ADD_LINE("gl_Position = uMatrixMvp * position;");
> -
> -   /* Process according to the shade mode. */
> -   if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
> -     {
> -        ADD_LINE("vColor = color;");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     {
> -        ADD_LINE("vertexFlat(position, normal);");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG)
> -     {
> -        ADD_LINE("vertexPhong(position, normal);");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     {
> -        if (flags & E3D_SHADER_FLAG_VERTEX_TANGENT)
> -          ADD_LINE("vertexNormalMap(position, normal, tangent);");
> -        else
> -          ADD_LINE("vertexNormalMap(position, normal);");
> -     }
> -
> -     if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("lpos = uMatrixLight * position;");
> -     }
> -
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_fragment_shader_string_variable_add(E3D_Shader_String *shader,
> -                                     Evas_3D_Shade_Mode mode, 
> E3D_Shader_Flag flags)
> -{
> -   /* Texture coordinate. */
> -   if (_flags_need_tex_coord(flags))
> -     ADD_LINE("varying vec2   vTexCoord;");
> -
> -   if (flags & E3D_SHADER_FLAG_FOG_ENABLED)
> -     {
> -        ADD_LINE("uniform float uFogFactor;");
> -        ADD_LINE("uniform vec4  uFogColor;");
> -     }
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("varying vec4 lpos;");
> -        ADD_LINE("uniform sampler2D uShadowMap;");
> -     }
> -
> -     if (flags & E3D_SHADER_FLAG_COLOR_PICK_ENABLED)
> -       ADD_LINE("uniform float uColorPick;");
> -
> -   /* Materials. */
> -   if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -     {
> -        ADD_LINE("uniform   vec4        uMaterialDiffuse;");
> -
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureDiffuse0;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureDiffuse1;");
> -             ADD_LINE("uniform float      uTextureDiffuseWeight;");
> -          }
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_SPECULAR)
> -     {
> -        ADD_LINE("uniform  vec4        uMaterialSpecular;");
> -        ADD_LINE("uniform  float       uMaterialShininess;");
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureSpecular0;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureSpecular1;");
> -             ADD_LINE("uniform float      uTextureSpecularWeight;");
> -          }
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_AMBIENT)
> -     {
> -        ADD_LINE("uniform  vec4        uMaterialAmbient;");
> -
> -        if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureAmbient0;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureAmbient1;");
> -             ADD_LINE("uniform float      uTextureAmbientWeight;");
> -          }
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_EMISSION)
> -     {
> -        ADD_LINE("uniform vec4       uMaterialEmission;");
> -
> -        if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureEmission0;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("uniform sampler2D  uTextureEmission1;");
> -             ADD_LINE("uniform float      uTextureEmissionWeight;");
> -          }
> -     }
> -
> -   if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
> -     {
> -        ADD_LINE("varying  vec4        vColor;");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
> -     {
> -        /* Nothing to declare. */
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     {
> -        ADD_LINE("varying vec2   vFactor;");
> -
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -          ADD_LINE("uniform   vec4        uLightDiffuse;");
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR)
> -          ADD_LINE("uniform  vec4        uLightSpecular;");
> -
> -        if (flags & E3D_SHADER_FLAG_AMBIENT)
> -          ADD_LINE("uniform  vec4        uLightAmbient;");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG || mode == 
> EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     {
> -        ADD_LINE("varying  vec3        vLightVector;");
> -        ADD_LINE("varying  vec3        vLightHalfVector;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
> -          {
> -             ADD_LINE("uniform   vec3  uLightSpotDir;");
> -             ADD_LINE("uniform   float uLightSpotExp;");
> -             ADD_LINE("uniform   float uLightSpotCutoffCos;");
> -          }
> -
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -          ADD_LINE("uniform   vec4     uLightDiffuse;");
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR)
> -          ADD_LINE("uniform   vec4     uLightSpecular;");
> -
> -        if (flags & E3D_SHADER_FLAG_AMBIENT)
> -          ADD_LINE("uniform   vec4     uLightAmbient;");
> -
> -        if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -          ADD_LINE("varying   float    vLightDist;");
> -
> -        if (mode == EVAS_3D_SHADE_MODE_PHONG)
> -          {
> -             ADD_LINE("varying  vec3        vNormal;");
> -          }
> -        else /* Normal map. */
> -          {
> -             ADD_LINE("uniform  sampler2D   uTextureNormal0;");
> -
> -             if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND)
> -               {
> -                  ADD_LINE("uniform  sampler2D  uTextureNormal1;");
> -                  ADD_LINE("uniform  float      uTextureNormalWeight;");
> -               }
> -
> -             ADD_LINE("varying  vec3        vEyeVector;");
> -
> -            if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
> -              ADD_LINE("varying  vec3        vNormal;");
> -          }
> -     }
> -}
> -
> -static void
> -_fragment_shader_string_func_flat_add(E3D_Shader_String *shader,
> -                                      Evas_3D_Shade_Mode mode EINA_UNUSED, 
> E3D_Shader_Flag flags)
> -{
> -   ADD_LINE("void fragmentFlat() {");
> -   ADD_LINE("vec4 color;");
> -
> -   if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -     {
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +");
> -             ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);");
> -             ADD_LINE("color *= uMaterialDiffuse;");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uMaterialDiffuse;");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialDiffuse;");
> -          }
> -
> -        ADD_LINE("gl_FragColor = uLightDiffuse * color * vFactor.x;");
> -     }
> -   else
> -     {
> -        ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_SPECULAR)
> -     {
> -        if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * 
> uTextureSpecularWeight +");
> -             ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
> uTextureSpecularWeight);");
> -             ADD_LINE("color *= uMaterialSpecular;");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * 
> uMaterialSpecular;");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialSpecular;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightSpecular * color * vFactor.y;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("gl_FragColor *= shadow;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_AMBIENT)
> -     {
> -        if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * 
> uTextureAmbientWeight +");
> -             ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - 
> uTextureAmbientWeight);");
> -             ADD_LINE("color *= uMaterialAmbient;");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * 
> uMaterialAmbient;");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialAmbient;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightAmbient * color;");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_EMISSION)
> -     {
> -        if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * 
> uTextureEmissionWeight +");
> -             ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
> uTextureEmissionWeight);");
> -             ADD_LINE("color *= uMaterialEmission;");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * 
> uMaterialEmission;");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialEmission;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += color;");
> -     }
> -
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_fragment_shader_string_func_phong_add(E3D_Shader_String *shader,
> -                                       Evas_3D_Shade_Mode mode EINA_UNUSED, 
> E3D_Shader_Flag flags)
> -{
> -   ADD_LINE("void fragmentPhong() {");
> -   ADD_LINE("vec3  normal = normalize(vNormal);");
> -   ADD_LINE("vec3  lv = normalize(vLightVector);");
> -   ADD_LINE("float factor = dot(lv, normal);");
> -   ADD_LINE("vec4  color;");
> -
> -   if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
> -     {
> -        ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));");
> -
> -        ADD_LINE("if (f > uLightSpotCutoffCos)");
> -        ADD_LINE("factor *= pow(f, uLightSpotExp);");
> -        ADD_LINE("else");
> -        ADD_LINE("factor = 0.0;");
> -     }
> -
> -   ADD_LINE("if (factor > 0.0) {");
> -
> -   /* Diffuse term. */
> -   if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -     {
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +");
> -             ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialDiffuse;");
> -          }
> -
> -        ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;");
> -     }
> -   else
> -     {
> -        ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
> -     }
> -
> -   /* Specular term. */
> -   if (flags & E3D_SHADER_FLAG_SPECULAR)
> -     {
> -        ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);");
> -        ADD_LINE("if (factor > 0.0) {");
> -        ADD_LINE("factor = pow(factor, uMaterialShininess);");
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * 
> uTextureSpecularWeight +");
> -             ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
> uTextureSpecularWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialSpecular;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightSpecular * color * factor;");
> -        ADD_LINE("}");
> -     }
> -
> -   ADD_LINE("} else {");
> -   ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
> -   ADD_LINE("}");
> -
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("gl_FragColor *= shadow;");
> -     }
> -
> -   /* Ambient term. */
> -   if (flags & E3D_SHADER_FLAG_AMBIENT)
> -     {
> -        if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * 
> uTextureAmbientWeight +");
> -             ADD_LINE("texture2D(uTextureAmbient1 * vTexCoord) * (1.0 - 
> uTextureAmbientWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialAmbient;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightAmbient * color;");
> -     }
> -
> -   /* Light attenuation. */
> -   if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -     ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, 
> vLightDist * vLightDist));");
> -
> -   /* Emission term. */
> -   if (flags & E3D_SHADER_FLAG_EMISSION)
> -     {
> -        if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * 
> uTextureEmissionWeight +");
> -             ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
> uTextureEmissionWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialEmission;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += color;");
> -     }
> -
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_fragment_shader_string_func_normal_map_add(E3D_Shader_String *shader,
> -                                            Evas_3D_Shade_Mode mode 
> EINA_UNUSED,
> -                                            E3D_Shader_Flag flags)
> +void _shader_flags_add(E3D_Shader_String *shader, E3D_Shader_Flag flags)
>  {
> -   if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
> -     {
> -        ADD_LINE("mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv) {");
> -        ADD_LINE("vec3 dp1 = dFdx(p);");
> -        ADD_LINE("vec3 dp2 = dFdy(p);");
> -        ADD_LINE("vec2 duv1 = dFdx(uv);");
> -        ADD_LINE("vec2 duv2 = dFdy(uv);");
> -        ADD_LINE("vec3 dp2perp = cross(dp2, n);");
> -        ADD_LINE("vec3 dp1perp = cross(n, dp1);");
> -        ADD_LINE("vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;");
> -        ADD_LINE("vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;");
> -        ADD_LINE("float invmax = inversesqrt(max(dot(t, t), dot(b, b)));");
> -        ADD_LINE("return mat3(t * invmax, b * invmax, n);");
> -        ADD_LINE("}");
> -
> -        ADD_LINE("vec3 perturb_normal(vec3 normal) {");
> -        ADD_LINE("mat3 tbn = cotangent_frame(vNormal, -vEyeVector, 
> vTexCoord);");
> -        ADD_LINE("return normalize(tbn * normal);");
> -        ADD_LINE("}");
> -     }
> -
> -   ADD_LINE("void fragmentNormalMap() {");
> -   ADD_LINE("float factor;");
> -   ADD_LINE("vec3  normal;");
> -   ADD_LINE("vec4  color;");
> -
> -   if (flags & E3D_SHADER_FLAG_NORMAL_TEXTURE_BLEND)
> -     {
> -        ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb * 
> uTextureNormalWeight;");
> -        ADD_LINE("normal += texture2D(uTextureNormal1, vTexCoord).rgb * ");
> -        ADD_LINE("(1.0 - uTextureNormalWeight);");
> -     }
> -   else
> -     {
> -        ADD_LINE("normal = texture2D(uTextureNormal0, vTexCoord).rgb;");
> -     }
> -
> -   ADD_LINE("normal = 2.0 * normal - 1.0;");
> -
> -   if ((flags & E3D_SHADER_FLAG_VERTEX_TANGENT) == 0)
> -     {
> -        ADD_LINE("normal = perturb_normal(normal);");
> -     }
> -
> -   /* Can we skip this normalization?? */
> -   ADD_LINE("vec3  lv = normalize(vLightVector);");
> -   ADD_LINE("normal = normalize(normal);");
> -
> -   ADD_LINE("factor = dot(lv, normal);");
> -
> -   if (flags & E3D_SHADER_FLAG_LIGHT_SPOT)
> -     {
> -        ADD_LINE("float f = dot(-lv, normalize(uLightSpotDir));");
> -
> -        ADD_LINE("if (f > uLightSpotCutoffCos)");
> -        ADD_LINE("factor *= pow(f, uLightSpotExp);");
> -        ADD_LINE("else");
> -        ADD_LINE("factor = 0.0;");
> -     }
> -
> -   ADD_LINE("if (factor > 0.0) {");
> -
> -   /* Diffuse term. */
> -   if (flags & E3D_SHADER_FLAG_DIFFUSE)
> -     {
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +");
> -             ADD_LINE("texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureDiffuse0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialDiffuse;");
> -          }
> -
> -        ADD_LINE("gl_FragColor = uLightDiffuse * color * factor;");
> -     }
> -   else
> -     {
> -        ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
> -     }
> -
> -   /* Specular term. */
> -   if (flags & E3D_SHADER_FLAG_SPECULAR)
> -     {
> -        ADD_LINE("factor = dot(normalize(vLightHalfVector), normal);");
> -        ADD_LINE("if (factor > 0.0) {");
> -        ADD_LINE("factor = pow(factor, uMaterialShininess);");
> -
> -        if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord) * 
> uTextureSpecularWeight +");
> -             ADD_LINE("texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
> uTextureSpecularWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_SPECULAR_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureSpecular0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialSpecular;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightSpecular * color * factor;");
> -        ADD_LINE("}");
> -     }
> -
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("gl_FragColor *= shadow;");
> -     }
> -
> -   ADD_LINE("} else {");
> -   ADD_LINE("gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);");
> -   ADD_LINE("}");
> -
> -   /* Ambient term. */
> -   if (flags & E3D_SHADER_FLAG_AMBIENT)
> -     {
> -        if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord) * 
> uTextureAmbientWeight +");
> -             ADD_LINE("texture2D(uTextureAmbient1, vTexCoord) * (1.0 - 
> uTextureAmbientWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_AMBIENT_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureAmbient0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialAmbient;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += uLightAmbient * color;");
> -     }
> -
> -   /* Light attenuation. */
> -   if (flags & E3D_SHADER_FLAG_LIGHT_ATTENUATION)
> -     ADD_LINE("gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, 
> vLightDist * vLightDist));");
> -
> -   /* Emission term. */
> -   if (flags & E3D_SHADER_FLAG_EMISSION)
> -     {
> -        if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord) * 
> uTextureEmissionWeight +");
> -             ADD_LINE("texture2D(uTextureEmission1, vTexCoord) * (1.0 - 
> uTextureEmissionWeight);");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_EMISSION_TEXTURE)
> -          {
> -             ADD_LINE("color = texture2D(uTextureEmission0, vTexCoord);");
> -          }
> -        else
> -          {
> -             ADD_LINE("color = uMaterialEmission;");
> -          }
> -
> -        ADD_LINE("gl_FragColor += color;");
> -     }
> -
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_fragment_shader_string_pcf_even_func_add(E3D_Shader_String *shader,
> -                                            Evas_3D_Shade_Mode mode 
> EINA_UNUSED,
> -                                            E3D_Shader_Flag flags 
> EINA_UNUSED)
> -{
> -   ADD_LINE("float pcf(vec4 lpos, float size)");
> -   ADD_LINE("{");
> -   ADD_LINE("vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;");
> -   ADD_LINE("float i, j, randx, randy, shadow;");
> -   ADD_LINE("shadow = 0.0;");
> -   ADD_LINE("for (i = -4.0; i < 4.0; i++)");
> -   ADD_LINE("for (j = -4.0; j < 4.0; j++)");
> -   ADD_LINE("{");
> -   ADD_LINE("shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy 
> +vec2(i / 8.0, j / 8.0)*size).x);");
> -   ADD_LINE("}");
> -   ADD_LINE("return shadow / 64.0;");
> -   ADD_LINE("}");
> -}
> -
> -static void
> -_fragment_shader_string_get(E3D_Shader_String *shader,
> -                            Evas_3D_Shade_Mode mode, E3D_Shader_Flag flags)
> -{
> -   /* Add variables - vertex attributes. */
> -   _fragment_shader_string_variable_add(shader, mode, flags);
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("float shadow;");
> -     }
> -   /* Add functions. */
> -   if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     _fragment_shader_string_func_flat_add(shader, mode, flags);
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG)
> -     _fragment_shader_string_func_phong_add(shader, mode, flags);
> -   else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     _fragment_shader_string_func_normal_map_add(shader, mode, flags);
> -
> -   // TODO Add flexible bluring algorithm of shadows boundaries.
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     _fragment_shader_string_pcf_even_func_add(shader, mode, flags);
> -
> -   /* Add main function. */
> -   ADD_LINE("void main() {");
> -   if (flags & E3D_SHADER_FLAG_SHADOWED)
> -     {
> -        ADD_LINE("shadow = pcf(lpos, 1.0 / 200.0);");
> -     }
> -
> -   if (mode == EVAS_3D_SHADE_MODE_VERTEX_COLOR)
> -     {
> -        ADD_LINE("gl_FragColor = vColor;");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_DIFFUSE)
> -     {
> -        if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE_BLEND)
> -          {
> -             ADD_LINE("gl_FragColor = (texture2D(uTextureDiffuse0, 
> vTexCoord) *");
> -             ADD_LINE("uTextureDiffuseWeight + texture2D(uTextureDiffuse1, 
> vTexCoord) *");
> -             ADD_LINE("(1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;");
> -          }
> -        else if (flags & E3D_SHADER_FLAG_DIFFUSE_TEXTURE)
> -          {
> -             ADD_LINE("gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) 
> * uMaterialDiffuse;");
> -          }
> -        else
> -          {
> -             ADD_LINE("gl_FragColor = uMaterialDiffuse;");
> -          }
> -     }
> -   else if(mode == EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER)
> -     {
> -        ADD_LINE("gl_FragColor = vec4(gl_FragCoord.z);");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_FLAT)
> -     {
> -        ADD_LINE("fragmentFlat();");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_PHONG)
> -     {
> -        ADD_LINE("fragmentPhong();");
> -     }
> -   else if (mode == EVAS_3D_SHADE_MODE_NORMAL_MAP)
> -     {
> -        ADD_LINE("fragmentNormalMap();");
> -     }
> -
> -     if ((flags & E3D_SHADER_FLAG_FOG_ENABLED) && (mode != 
> EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER))
> -     {
> -        ADD_LINE("float z = gl_FragCoord.z / gl_FragCoord.w;");
> -        ADD_LINE("float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 
> 1.44 );");
> -        ADD_LINE("fogFactor = clamp(fogFactor, 0.0, 1.0);");
> -        ADD_LINE("gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor );");
> -     }
> -
> -   if (mode == EVAS_3D_SHADE_MODE_COLOR_PICK)
> -     {
> -       ADD_LINE("gl_FragColor = vec4(uColorPick);");
> -     }
> +   int i;
>  
> -   ADD_LINE("}");
> +   for (i = 0; i < E3D_SHADER_FLAG_COUNT; i++)
> +     if (flags & (1 << i))
> +       {
> +          int len = strlen("#define ") + strlen(shader_flag_names[i]) + 2;
> +          char str[len];
> +          snprintf(str, len, "#define %s\n", shader_flag_names[i]);
> +          _shader_string_add(shader, str);
> +       }
> +
> +   if(_flags_need_tex_coord(flags))
> +     _shader_string_add(shader, "#define NEED_TEX_COORD\n");
>  }
>  
>  static inline Eina_Bool
> @@ -1543,8 +549,11 @@ e3d_program_new(Evas_3D_Shade_Mode mode, 
> E3D_Shader_Flag flags)
>     program->mode = mode;
>     program->flags = flags;
>  
> -   _vertex_shader_string_get(&vert, mode, flags);
> -   _fragment_shader_string_get(&frag, mode, flags);
> +   _shader_flags_add(&vert, flags);
> +   _shader_string_add(&frag, vert.str);
> +
> +   _shader_string_add(&vert, vertex_shaders[mode]);
> +   _shader_string_add(&frag, fragment_shaders[mode]);
>  
>     if (! _program_build(program, vert.str, frag.str))
>       goto error;
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd
> new file mode 100644
> index 0000000..5e0fc6c
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_frag.shd
> @@ -0,0 +1,7 @@
> +uniform float uColorPick;
> +
> +void main()
> +{
> +   gl_FragColor = vec4(uColorPick);
> +}
> +
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd
> new file mode 100644
> index 0000000..472866f
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/color_pick_vert.shd
> @@ -0,0 +1,28 @@
> +uniform mat4  uMatrixMvp;
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +void main()
> +{
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +}
> +
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd
> new file mode 100644
> index 0000000..7b6dc2b
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_frag.shd
> @@ -0,0 +1,47 @@
> +#ifdef NEED_TEX_COORD
> +varying vec2   vTexCoord;
> +#endif //TEX_COORD
> +
> +#ifdef FOG_ENABLED
> +uniform float uFogFactor;
> +uniform vec4  uFogColor;
> +#endif //FOG_ENABLED
> +
> +#ifdef DIFFUSE
> +uniform   vec4        uMaterialDiffuse;
> +
> +#ifdef DIFFUSE_TEXTURE
> +uniform sampler2D  uTextureDiffuse0;
> +#endif //DIFFUSE_TEXTURE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +uniform sampler2D  uTextureDiffuse1;
> +uniform float      uTextureDiffuseWeight;
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +#endif //DIFFUSE
> +
> +void main() {
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +   gl_FragColor = (texture2D(uTextureDiffuse0, vTexCoord) *
> +   uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vTexCoord) *
> +   (1.0 - uTextureDiffuseWeight)) * uMaterialDiffuse;
> +#else
> +
> +#ifdef DIFFUSE_TEXTURE
> +   gl_FragColor = texture2D(uTextureDiffuse0, vTexCoord) * uMaterialDiffuse;
> +#else
> +   gl_FragColor = uMaterialDiffuse;
> +#endif //DIFFUSE_TEXTURE
> +
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +#ifdef FOG_ENABLED
> +   float z = gl_FragCoord.z / gl_FragCoord.w;
> +   float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
> +   fogFactor = clamp(fogFactor, 0.0, 1.0);
> +   gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
> +#endif //FOG_ENABLED
> +
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd
> new file mode 100644
> index 0000000..2b62b82
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/diffuse_vert.shd
> @@ -0,0 +1,52 @@
> +uniform mat4  uMatrixMvp;
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_TEXCOORD
> +attribute   vec4  aTexCoord0;
> +#endif //VERTEX_TEXCOORD
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +attribute   vec4  aTexCoord1;
> +uniform     float uTexCoordWeight;
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2 vTexCoord;
> +#endif //NEED_TEX_COORD
> +
> +void main()
> +{
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +   vTexCoord = aTexCoord0.st * uTexCoordWeight +
> +   aTexCoord1.st * (1.0 - uTexCoordWeight);
> +#else
> +
> +#ifdef VERTEX_TEXCOORD
> +   vTexCoord = aTexCoord0.st;
> +#endif //VERTEX_TEXCOORD
> +
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd
> new file mode 100644
> index 0000000..824fb66
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_frag.shd
> @@ -0,0 +1,195 @@
> +varying vec2   vFactor;
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2   vTexCoord;
> +#endif //TEX_COORD
> +
> +#ifdef FOG_ENABLED
> +uniform float uFogFactor;
> +uniform vec4  uFogColor;
> +#endif //FOG_ENABLED
> +
> +#ifdef  SHADOWED
> +varying vec4 vLightPosition;
> +uniform sampler2D uShadowMap;
> +float shadow;
> +#endif //SHADOWED
> +
> +#ifdef DIFFUSE
> +uniform   vec4        uMaterialDiffuse;
> +uniform   vec4        uLightDiffuse;
> +
> +#ifdef DIFFUSE_TEXTURE
> +uniform sampler2D  uTextureDiffuse0;
> +#endif //DIFFUSE_TEXTURE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +uniform sampler2D  uTextureDiffuse1;
> +uniform float      uTextureDiffuseWeight;
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +uniform   vec4     uLightSpecular;
> +uniform   float    uMaterialShininess;
> +uniform   vec4     uMaterialSpecular;
> +
> +#ifdef SPECULAR_TEXTURE
> +uniform sampler2D  uTextureSpecular0;
> +#endif //SPECULAR_TEXTURE
> +
> +#ifdef SPECULAR_TEXTURE_BLEND
> +uniform sampler2D  uTextureSpecular1;
> +uniform float      uTextureSpecularWeight;
> +#endif //SPECULAR_TEXTURE_BLEND
> +
> +#endif //SPECULAR
> +
> +#ifdef AMBIENT
> +uniform  vec4       uMaterialAmbient;
> +uniform  vec4       uLightAmbient;
> +
> +#ifdef AMBIENT_TEXTURE
> +uniform sampler2D  uTextureAmbient0;
> +#endif //AMBIENT_TEXTURE
> +
> +#ifdef AMBIENT_TEXTURE_BLEND
> +uniform sampler2D  uTextureAmbient1;
> +uniform float      uTextureAmbientWeight;
> +#endif //AMBIENT_TEXTURE_BLEND
> +
> +#endif //AMBIENT
> +
> +#ifdef EMISSION
> +uniform vec4       uMaterialEmission;
> +
> +#ifdef EMISSION_TEXTURE
> +uniform sampler2D  uTextureEmission0;
> +#endif //EMISSION_TEXTURE
> +
> +#ifdef EMISSION_TEXTURE_BLEND
> +uniform sampler2D  uTextureEmission1;
> +uniform float      uTextureEmissionWeight;
> +#endif //EMISSION_TEXTURE_BLEND
> +
> +#endif //EMISSION
> +
> +#ifdef  SHADOWED
> +float pcf(vec4 lpos, float size)
> +{
> +   vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
> +   float i, j, randx, randy, shadow;
> +   shadow = 0.0;
> +   for (i = -4.0; i < 4.0; i++)
> +     for (j = -4.0; j < 4.0; j++)
> +        shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy 
> +vec2(i / 8.0, j / 8.0)*size).x);
> +   return shadow / 64.0;
> +}
> +#endif //SHADOWED
> +
> +void fragmentFlat()
> +{
> +   vec4 color;
> +
> +#ifdef DIFFUSE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +        color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +
> +        texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);
> +        color *= uMaterialDiffuse;
> +#else
> +
> +#ifdef  DIFFUSE_TEXTURE
> +        color = texture2D(uTextureDiffuse0, vTexCoord)  * uMaterialDiffuse;
> +#else
> +        color = uMaterialDiffuse;
> +#endif //DIFFUSE_TEXTURE
> +
> +#endif //DIFFUSE_TEXTURE_BLEND
> +        gl_FragColor = uLightDiffuse * color * vFactor.x;
> +#else
> +        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +
> +#ifdef SPECULAR_TEXTURE_BLEND
> +   color = texture2D(uTextureSpecular0, vTexCoord) * uTextureSpecularWeight +
> +   texture2D(uTextureSpecular1, vTexCoord) * (1.0 - uTextureSpecularWeight);
> +   color *= uMaterialSpecular;
> +#else
> +
> +#ifdef SPECULAR_TEXTURE
> +   color = texture2D(uTextureSpecular0, vTexCoord) * uMaterialSpecular;
> +#else
> +   color = uMaterialSpecular;
> +#endif //SPECULAR_TEXTURE
> +
> +#endif //SPECULAR_TEXTURE_BLEND
> +
> +   gl_FragColor += uLightSpecular * color * vFactor.y;
> +
> +#endif //SPECULAR
> +
> +#ifdef SHADOWED
> +   gl_FragColor *= shadow;
> +#endif //SHADOWED
> +
> +#ifdef E3D_SHADER_FLAG_AMBIENT
> +
> +#ifdef AMBIENT_TEXTURE_BLEND
> +
> +   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
> +   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
> +   color *= uMaterialAmbient;
> +
> +#else
> +
> +#ifdef AMBIENT_TEXTURE
> +   color = texture2D(uTextureAmbient0, vTexCoord) * uMaterialAmbient;
> +#else
> +   color = uMaterialAmbient;
> +#endif //AMBIENT_TEXTURE
> +
> +#endif //AMBIENT_TEXTURE_BLEND
> +   gl_FragColor += uLightAmbient * color;
> +#endif //AMBIENT
> +
> +#ifdef EMISSION
> +
> +#ifdef EMISSION_TEXTURE_BLEND
> +   color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
> +   texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
> +   color *= uMaterialEmission;
> +#else
> +
> +#ifdef EMISSION_TEXTURE
> +   color = texture2D(uTextureEmission0, vTexCoord) * uMaterialEmission;
> +#else
> +   color = uMaterialEmission;
> +#endif //EMISSION_TEXTURE
> +
> +#endif //EMISSION_TEXTURE_BLEND
> +
> +   gl_FragColor += color;
> +#endif //EMISSION
> +
> +}
> +
> +void main() {
> +
> +#ifdef SHADOWED
> +   shadow = pcf(vLightPosition, 1.0 / 200.0);
> +#endif //SHADOWED
> +
> +   fragmentFlat();
> +
> +#ifdef FOG_ENABLED
> +   float z = gl_FragCoord.z / gl_FragCoord.w;
> +   float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
> +   fogFactor = clamp(fogFactor, 0.0, 1.0);
> +   gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
> +#endif //FOG_ENABLED
> +
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd
> new file mode 100644
> index 0000000..37aba1c
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/flat_vert.shd
> @@ -0,0 +1,154 @@
> +uniform   mat4  uMatrixMvp;
> +uniform   mat3  uMatrixNormal;
> +uniform   mat4  uMatrixModelview;
> +uniform   vec4  uLightPosition;
> +varying   vec2  vFactor;
> +
> +#ifdef SHADOWED
> +uniform mat4 uMatrixLight;
> +varying vec4 vLightPosition;
> +#endif //SHADOWED
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL
> +attribute   vec4  aNormal0;
> +#endif //VERTEX_NORMAL
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +attribute   vec4  aNormal1;
> +uniform     float uNormalWeight;
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TEXCOORD
> +attribute   vec4  aTexCoord0;
> +#endif //VERTEX_TEXCOORD
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +attribute   vec4  aTexCoord1;
> +uniform     float uTexCoordWeight;
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2 vTexCoord;
> +#endif //NEED_TEX_COORD
> +
> +#ifdef LIGHT_SPOT
> +uniform   vec3  uLightSpotDir;
> +uniform   float uLightSpotExp;
> +uniform   float uLightSpotCutoffCos;
> +#endif //LIGHT_SPOT
> +
> +#ifdef SPECULAR
> +uniform float   uMaterialShininess;
> +#endif //SPECULAR
> +
> +#ifdef LIGHT_ATTENUATION
> +uniform   vec3  uLightAtten;
> +#endif //LIGHT_ATTENUATION
> +
> +void vertexFlat(vec4 position, vec3 normal)
> +{
> +   vec3  lv;
> +   float factor;
> +   normal = uMatrixNormal * normal;
> +   position = uMatrixModelview * position;
> +
> +#ifdef NORMALIZE_NORMALS
> +   normal = normalize(normal);
> +#endif //NORMALIZE_NORMALS
> +
> +#ifdef LIGHT_DIRECTIONAL
> +   lv = uLightPosition.xyz;
> +#else
> +   lv = uLightPosition.xyz - position.xyz;
> +   lv = normalize(lv);
> +#endif //LIGHT_DIRECTIONAL
> +
> +   factor = max(dot(lv, normal), 0.0);
> +
> +#ifdef LIGHT_SPOT
> +   float f = dot(-lv, uLightSpotDir);
> +   if (f > uLightSpotCutoffCos)
> +     factor *= pow(f, uLightSpotExp);
> +   else
> +      factor = 0.0;
> +#endif //LIGHT_SPOT
> +
> +   if (factor > 0.0)
> +     {
> +
> +#ifdef DIFFUSE
> +        vFactor.x = factor;
> +#else
> +        vFactor.x = 0.0;
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +        vec3  hv = normalize(normalize(-position.xyz) + lv);
> +        factor = pow(max(dot(hv, normal), 0.0), uMaterialShininess);
> +        vFactor.y = factor;
> +#endif //SPECULAR
> +
> +     }
> +   else
> +     vFactor = vec2(0.0, 0.0);
> +
> +   /* Light attenuation. */
> +#ifdef LIGHT_ATTENUATION
> +   float dist = length(lv);
> +   vFactor /= dot(uLightAtten, vec3(1.0, dist, dist * dist));
> +#endif //LIGHT_ATTENUATION
> +}
> +
> +void main()
> +{
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +   vec3 normal = aNormal0.xyz * uNormalWeight +
> +   aNormal1.xyz * (1.0 - uNormalWeight);
> +#else
> +
> +#ifdef VERTEX_NORMAL
> +   vec3 normal = aNormal0.xyz;
> +#endif //VERTEX_NORMAL
> +
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +   vTexCoord = aTexCoord0.st * uTexCoordWeight +
> +   aTexCoord1.st * (1.0 - uTexCoordWeight);
> +#else
> +
> +#ifdef VERTEX_TEXCOORD
> +   vTexCoord = aTexCoord0.st;
> +#endif //VERTEX_TEXCOORD
> +
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +   vertexFlat(position, normal);
> +
> +#ifdef SHADOWED
> +   vLightPosition = uMatrixLight * position;
> +#endif
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh 
> b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh
> new file mode 100755
> index 0000000..8bb6a2a
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh
> @@ -0,0 +1,45 @@
> +#!/bin/bash
> +
> +# This script will generate a C file containing all the shaders used by 
> Evas_3D
> +
> +DIR=`dirname $0`
> +
> +OUTPUT=${DIR}/evas_gl_3d_shaders.x
> +
> +exec 1<&-
> +exec 1>${OUTPUT}
> +
> +SHADERS="$@"
> +vert_shaders_source=""
> +frag_shaders_source=""
> +
> +# Write header
> +printf "/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED\n * See: $0 
> */\n\n"
> +for shd in ${SHADERS} ; do
> +  lname=`basename ${shd} .shd`
> +
> +  if echo ${lname} |grep _vert 2>&1 >> /dev/null ; then
> +    vert_shaders_source="${vert_shaders_source}    ${lname}_glsl,\n"
> +  fi
> +  if echo ${lname} |grep _frag 2>&1 >> /dev/null ; then
> +    frag_shaders_source="${frag_shaders_source}    ${lname}_glsl,\n"
> +  fi
> +  OIFS=$IFS
> +  IFS=$'\n'
> +  printf "static const char const ${lname}_glsl[] ="
> +  for line in `cat ${shd}` ; do
> +      printf "\n   \"${line}\\\n\""
> +  done
> +  printf ";\n\n"
> +  IFS=${OIFS}
> +done
> +
> +printf "static const char *vertex_shaders[] =
> +{\n"
> +      printf "${vert_shaders_source}"
> +printf "};\n\n"
> +
> +printf "static const char *fragment_shaders[] =
> +{\n"
> +      printf "${frag_shaders_source}"
> +printf "};\n"
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd
> new file mode 100644
> index 0000000..766e07f
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_frag.shd
> @@ -0,0 +1,283 @@
> +varying  vec3        vLightVector;
> +varying  vec3        vLightHalfVector;
> +uniform  sampler2D   uTextureNormal0;
> +varying  vec3        vEyeVector;
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2   vTexCoord;
> +#endif //TEX_COORD
> +
> +#ifdef FOG_ENABLED
> +uniform float uFogFactor;
> +uniform vec4  uFogColor;
> +#endif //FOG_ENABLED
> +
> +#ifdef  SHADOWED
> +varying vec4 vLightPosition;
> +uniform sampler2D uShadowMap;
> +float shadow;
> +#endif //SHADOWED
> +
> +#ifdef NORMAL_TEXTURE_BLEND
> +uniform  sampler2D  uTextureNormal1;
> +uniform  float      uTextureNormalWeight;
> +#endif //NORMAL_TEXTURE_BLEND
> +
> +#ifndef VERTEX_TANGENT
> +varying  vec3        vNormal;
> +#endif //VERTEX_TANGENT
> +
> +#ifdef DIFFUSE
> +uniform   vec4        uMaterialDiffuse;
> +uniform   vec4        uLightDiffuse;
> +
> +#ifdef DIFFUSE_TEXTURE
> +uniform sampler2D  uTextureDiffuse0;
> +#endif //DIFFUSE_TEXTURE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +uniform sampler2D  uTextureDiffuse1;
> +uniform float      uTextureDiffuseWeight;
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +uniform   vec4     uLightSpecular;
> +uniform   float    uMaterialShininess;
> +uniform   vec4     uMaterialSpecular;
> +
> +#ifdef SPECULAR_TEXTURE
> +uniform sampler2D  uTextureSpecular0;
> +#endif //SPECULAR_TEXTURE
> +
> +#ifdef SPECULAR_TEXTURE_BLEND
> +uniform sampler2D  uTextureSpecular1;
> +uniform float      uTextureSpecularWeight;
> +#endif //SPECULAR_TEXTURE_BLEND
> +
> +#endif //SPECULAR
> +
> +#ifdef AMBIENT
> +uniform  vec4       uMaterialAmbient;
> +uniform  vec4       uLightAmbient;
> +
> +#ifdef AMBIENT_TEXTURE
> +uniform sampler2D  uTextureAmbient0;
> +#endif //AMBIENT_TEXTURE
> +
> +#ifdef AMBIENT_TEXTURE_BLEND
> +uniform sampler2D  uTextureAmbient1;
> +uniform float      uTextureAmbientWeight;
> +#endif //AMBIENT_TEXTURE_BLEND
> +
> +#endif //AMBIENT
> +
> +#ifdef EMISSION
> +uniform vec4       uMaterialEmission;
> +
> +#ifdef EMISSION_TEXTURE
> +uniform sampler2D  uTextureEmission0;
> +#endif //EMISSION_TEXTURE
> +
> +#ifdef EMISSION_TEXTURE_BLEND
> +uniform sampler2D  uTextureEmission1;
> +uniform float      uTextureEmissionWeight;
> +#endif //EMISSION_TEXTURE_BLEND
> +
> +#endif //EMISSION
> +
> +#ifdef LIGHT_SPOT
> +uniform   vec3  uLightSpotDir;
> +uniform   float uLightSpotExp;
> +uniform   float uLightSpotCutoffCos;
> +#endif //LIGHT_SPOT
> +
> +#ifdef LIGHT_ATTENUATION
> +varying   float    vLightDist;
> +#endif //LIGHT_ATTENUATION
> +
> +#ifndef VERTEX_TANGENT
> +
> +mat3 cotangent_frame(vec3 n, vec3 p, vec2 uv)
> +{
> +   vec3 dp1 = dFdx(p);
> +   vec3 dp2 = dFdy(p);
> +   vec2 duv1 = dFdx(uv);
> +   vec2 duv2 = dFdy(uv);
> +   vec3 dp2perp = cross(dp2, n);
> +   vec3 dp1perp = cross(n, dp1);
> +   vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
> +   vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
> +   float invmax = inversesqrt(max(dot(t, t), dot(b, b)));
> +   return mat3(t * invmax, b * invmax, n);
> +}
> +
> +vec3 perturb_normal(vec3 normal)
> +{
> +   mat3 tbn = cotangent_frame(vNormal, -vEyeVector, vTexCoord);
> +   return normalize(tbn * normal);
> +}
> +#endif //VERTEX_TANGENT
> +
> +void fragmentNormalMap()
> +{
> +   float factor;
> +   vec3  normal;
> +   vec4  color;
> +
> +#ifdef NORMAL_TEXTURE_BLEND
> +   normal = texture2D(uTextureNormal0, vTexCoord).rgb * uTextureNormalWeight;
> +   normal += texture2D(uTextureNormal1, vTexCoord).rgb *
> +   (1.0 - uTextureNormalWeight);
> +#else
> +   normal = texture2D(uTextureNormal0, vTexCoord).rgb;
> +#endif //NORMAL_TEXTURE_BLEND
> +
> +   normal = 2.0 * normal - 1.0;
> +
> +#ifndef VERTEX_TANGENT
> +   normal = perturb_normal(normal);
> +#endif //VERTEX_TANGENT
> +
> +   vec3  lv = normalize(vLightVector);
> +   normal = normalize(normal);
> +
> +   factor = dot(lv, normal);
> +
> +#ifdef LIGHT_SPOT
> +   float f = dot(-lv, normalize(uLightSpotDir));
> +
> +   if (f > uLightSpotCutoffCos)
> +     factor *= pow(f, uLightSpotExp);
> +   else
> +     factor = 0.0;
> +#endif //LIGHT_SPOT
> +
> +   if (factor > 0.0)
> +     {
> +
> +#ifdef DIFFUSE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +        color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +
> +        texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);
> +#else
> +
> +#ifdef DIFFUSE_TEXTURE
> +        color = texture2D(uTextureDiffuse0, vTexCoord);
> +#else
> +        color = uMaterialDiffuse;
> +#endif //DIFFUSE_TEXTURE
> +
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +        gl_FragColor = uLightDiffuse * color * factor;
> +
> +#else
> +        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +
> +        factor = dot(normalize(vLightHalfVector), normal);
> +        if (factor > 0.0)
> +          {
> +             factor = pow(factor, uMaterialShininess);
> +
> +#ifdef SPECULAR_TEXTURE_BLEND
> +             color = texture2D(uTextureSpecular0, vTexCoord) * 
> uTextureSpecularWeight +
> +             texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
> uTextureSpecularWeight);
> +#else
> +#ifdef SPECULAR_TEXTURE
> +             color = texture2D(uTextureSpecular0, vTexCoord);
> +#else
> +             color = uMaterialSpecular;
> +#endif //SPECULAR_TEXTURE
> +
> +#endif //SPECULAR_TEXTURE_BLEND
> +
> +             gl_FragColor += uLightSpecular * color * factor;
> +          }
> +
> +#endif //SPECULAR
> +
> +#ifdef SHADOWED
> +        gl_FragColor *= shadow;
> +#endif //SHADOWED
> +
> +     }
> +   else
> +     gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
> +
> +#ifdef AMBIENT
> +#ifdef AMBIENT_TEXTURE_BLEND
> +   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
> +   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
> +#else
> +
> +#ifdef AMBIENT_TEXTURE
> +   color = texture2D(uTextureAmbient0, vTexCoord);
> +#else
> +   color = uMaterialAmbient;
> +#endif //AMBIENT_TEXTURE
> +
> +#endif //AMBIENT_TEXTURE_BLEND
> +
> +     gl_FragColor += uLightAmbient * color;
> +#endif //AMBIENT
> +
> +#ifdef LIGHT_ATTENUATION
> +   gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * 
> vLightDist));
> +#endif //LIGHT_ATTENUATION
> +
> +#ifdef EMISSION
> +
> +#ifdef EMISSION_TEXTURE_BLEND
> +   color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
> +   texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
> +#else
> +
> +#ifdef EMISSION_TEXTURE
> +   color = texture2D(uTextureEmission0, vTexCoord);
> +#else
> +   color = uMaterialEmission;
> +#endif //EMISSION_TEXTURE
> +
> +#endif //EMISSION_TEXTURE_BLEND
> +
> +   gl_FragColor += color;
> +#endif //EMISSION
> +
> +}
> +
> +#ifdef SHADOWED
> +float pcf(vec4 lpos, float size)
> +{
> +   vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
> +   float i, j, randx, randy, shadow;
> +   shadow = 0.0;
> +   for (i = -4.0; i < 4.0; i++)
> +     for (j = -4.0; j < 4.0; j++)
> +        shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy 
> +vec2(i / 8.0, j / 8.0)*size).x);
> +   return shadow / 64.0;
> +}
> +#endif //SHADOWED
> +
> +void main() {
> +
> +#ifdef SHADOWED
> +   shadow = pcf(vLightPosition, 1.0 / 200.0);
> +#endif //SHADOWED
> +
> +   fragmentNormalMap();
> +
> +#ifdef FOG_ENABLED
> +   float z = gl_FragCoord.z / gl_FragCoord.w;
> +   float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
> +   fogFactor = clamp(fogFactor, 0.0, 1.0);
> +   gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
> +#endif //FOG_ENABLED
> +
> +}
> +
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd
> new file mode 100644
> index 0000000..3dc42d2
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/normal_map_vert.shd
> @@ -0,0 +1,189 @@
> +uniform  mat4  uMatrixMvp;
> +uniform  mat3  uMatrixNormal;
> +uniform  mat4  uMatrixModelview;
> +uniform  vec4  uLightPosition;
> +varying  vec3  vLightVector;
> +varying  vec3  vLightHalfVector;
> +varying  vec3  vEyeVector;
> +
> +#ifndef VERTEX_TANGENT
> +varying  vec3  vNormal;
> +#endif //VERTEX_TANGENT
> +
> +#ifdef SHADOWED
> +uniform mat4 uMatrixLight;
> +varying vec4 vLightPosition;
> +#endif //SHADOWED
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL
> +attribute   vec4  aNormal0;
> +#endif //VERTEX_NORMAL
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +attribute   vec4  aNormal1;
> +uniform     float uNormalWeight;
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TANGENT
> +attribute   vec4  aTangent0;
> +#endif //VERTEX_TANGENT
> +
> +#ifdef VERTEX_TANGENT_BLEND
> +attribute   vec4  aTangent1;
> +uniform     float uTangentWeight;
> +#endif //VERTEX_TANGENT_BLEND
> +
> +#ifdef VERTEX_TEXCOORD
> +attribute   vec4  aTexCoord0;
> +#endif //VERTEX_TEXCOORD
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +attribute   vec4  aTexCoord1;
> +uniform     float uTexCoordWeight;
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2 vTexCoord;
> +#endif //NEED_TEX_COORD
> +
> +#ifdef LIGHT_ATTENUATION
> +varying  float vLightDist;
> +#endif //LIGHT_ATTENUATION
> +
> +#ifndef VERTEX_TANGENT
> +void vertexNormalMap(vec4 position, vec3 normal)
> +{
> +   normal = uMatrixNormal * normal;
> +   position = uMatrixModelview * position;
> +   vEyeVector = normalize(-position.xyz);
> +
> +#ifdef NORMALIZE_NORMALS
> +   normal = normalize(normal);
> +#endif //NORMALIZE_NORMALS
> +
> +#ifdef LIGHT_DIRECTIONAL
> +   vLightVector = uLightPosition.xyz;
> +#else
> +   vLightVector = uLightPosition.xyz - position.xyz;
> +
> +#ifdef LIGHT_ATTENUATION
> +   vLightDist = length(vLightVector);
> +#endif //LIGHT_ATTENUATION
> +
> +   vLightVector = normalize(vLightVector);
> +#endif //LIGHT_DIRECTIONAL
> +
> +   vLightHalfVector = normalize(vEyeVector + vLightVector);
> +   vNormal = normal;
> +}
> +
> +#else
> +
> +void vertexNormalMap(vec4 position, vec3 normal, vec3 tangent)
> +{
> +   vec3 n = normalize(uMatrixNormal * normal);
> +   vec3 t = normalize(uMatrixNormal * tangent);
> +   vec3 b = cross(n, t);
> +   vec3 tmp;
> +
> +   position = uMatrixModelview * position;
> +
> +#ifdef LIGHT_DIRECTIONAL
> +   vec3 lightDir = uLightPosition.xyz;
> +#else
> +   vec3 lightDir = uLightPosition.xyz - position.xyz;
> +
> +#ifdef LIGHT_ATTENUATION
> +   vLightDist = length(lightDir);
> +#endif //LIGHT_ATTENUATION
> +
> +   lightDir = normalize(lightDir);
> +#endif //LIGHT_DIRECTIONAL
> +
> +   tmp.x = dot(lightDir, t);
> +   tmp.y = dot(lightDir, b);
> +   tmp.z = dot(lightDir, n);
> +   vLightVector = tmp;
> +
> +   tmp.x = dot(position.xyz, t);
> +   tmp.y = dot(position.xyz, b);
> +   tmp.z = dot(position.xyz, n);
> +   vEyeVector = normalize(tmp);
> +
> +   vec3 hv = normalize(normalize(-position.xyz) + lightDir);
> +   tmp.x = dot(hv, t);
> +   tmp.y = dot(hv, b);
> +   tmp.z = dot(hv, n);
> +   vLightHalfVector = tmp;
> +}
> +#endif //VERTEX_TANGENT
> +
> +void main()
> +{
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +   vec3 normal = aNormal0.xyz * uNormalWeight +
> +   aNormal1.xyz * (1.0 - uNormalWeight);
> +#else
> +
> +#ifdef VERTEX_NORMAL
> +   vec3 normal = aNormal0.xyz;
> +#endif //VERTEX_NORMAL
> +
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TANGENT_BLEND
> +   vec3 tangent = aTangent0.xyz * uTangentWeight +
> +   aTangent1.xyz * (1.0 - uTangentWeight);
> +#else
> +
> +#ifdef VERTEX_TANGENT
> +   vec3 tangent = aTangent0.xyz;
> +#endif //VERTEX_TANGENT
> +
> +#endif //VERTEX_TANGENT_BLEND
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +   vTexCoord = aTexCoord0.st * uTexCoordWeight +
> +   aTexCoord1.st * (1.0 - uTexCoordWeight);
> +#else
> +
> +#ifdef VERTEX_TEXCOORD
> +   vTexCoord = aTexCoord0.st;
> +#endif //VERTEX_TEXCOORD
> +
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +
> +#ifdef  VERTEX_TANGENT
> +   vertexNormalMap(position, normal, tangent);
> +#else
> +   vertexNormalMap(position, normal);
> +#endif //VERTEX_TANGENT
> +
> +#ifdef SHADOWED
> +   vLightPosition = uMatrixLight * position;
> +#endif
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd
> new file mode 100644
> index 0000000..f668984
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_frag.shd
> @@ -0,0 +1,235 @@
> +varying  vec3        vLightVector;
> +varying  vec3        vLightHalfVector;
> +varying  vec3        vNormal;
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2   vTexCoord;
> +#endif //TEX_COORD
> +
> +#ifdef FOG_ENABLED
> +uniform float uFogFactor;
> +uniform vec4  uFogColor;
> +#endif //FOG_ENABLED
> +
> +#ifdef  SHADOWED
> +varying vec4 vLightPosition;
> +uniform sampler2D uShadowMap;
> +float shadow;
> +#endif //SHADOWED
> +
> +#ifdef DIFFUSE
> +uniform   vec4        uMaterialDiffuse;
> +uniform   vec4        uLightDiffuse;
> +
> +#ifdef DIFFUSE_TEXTURE
> +uniform sampler2D  uTextureDiffuse0;
> +#endif //DIFFUSE_TEXTURE
> +
> +#ifdef DIFFUSE_TEXTURE_BLEND
> +uniform sampler2D  uTextureDiffuse1;
> +uniform float      uTextureDiffuseWeight;
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +#endif //DIFFUSE
> +
> +#ifdef SPECULAR
> +uniform   vec4     uLightSpecular;
> +uniform   float    uMaterialShininess;
> +uniform   vec4     uMaterialSpecular;
> +
> +#ifdef SPECULAR_TEXTURE
> +uniform sampler2D  uTextureSpecular0;
> +#endif //SPECULAR_TEXTURE
> +
> +#ifdef SPECULAR_TEXTURE_BLEND
> +uniform sampler2D  uTextureSpecular1;
> +uniform float      uTextureSpecularWeight;
> +#endif //SPECULAR_TEXTURE_BLEND
> +
> +#endif //SPECULAR
> +
> +#ifdef AMBIENT
> +uniform  vec4       uMaterialAmbient;
> +uniform  vec4       uLightAmbient;
> +
> +#ifdef AMBIENT_TEXTURE
> +uniform sampler2D  uTextureAmbient0;
> +#endif //AMBIENT_TEXTURE
> +
> +#ifdef AMBIENT_TEXTURE_BLEND
> +uniform sampler2D  uTextureAmbient1;
> +uniform float      uTextureAmbientWeight;
> +#endif //AMBIENT_TEXTURE_BLEND
> +
> +#endif //AMBIENT
> +
> +#ifdef EMISSION
> +uniform vec4       uMaterialEmission;
> +
> +#ifdef EMISSION_TEXTURE
> +uniform sampler2D  uTextureEmission0;
> +#endif //EMISSION_TEXTURE
> +
> +#ifdef EMISSION_TEXTURE_BLEND
> +uniform sampler2D  uTextureEmission1;
> +uniform float      uTextureEmissionWeight;
> +#endif //EMISSION_TEXTURE_BLEND
> +
> +#endif //EMISSION
> +
> +#ifdef LIGHT_SPOT
> +uniform   vec3  uLightSpotDir;
> +uniform   float uLightSpotExp;
> +uniform   float uLightSpotCutoffCos;
> +#endif //LIGHT_SPOT
> +
> +#ifdef LIGHT_ATTENUATION
> +varying   float    vLightDist;
> +#endif //LIGHT_ATTENUATION
> +
> +void fragmentPhong()
> +{
> +   vec3  normal = normalize(vNormal);
> +   vec3  lv = normalize(vLightVector);
> +   float factor = dot(lv, normal);
> +   vec4  color;
> +
> +#ifdef  LIGHT_SPOT
> +   float f = dot(-lv, normalize(uLightSpotDir));
> +
> +   if (f > uLightSpotCutoffCos)
> +      factor *= pow(f, uLightSpotExp);
> +   else
> +     factor = 0.0;
> +#endif //LIGHT_SPOT
> +
> +   if (factor > 0.0)
> +     {
> +
> +   /* Diffuse term. */
> +#ifdef  DIFFUSE
> +
> +#ifdef  DIFFUSE_TEXTURE_BLEND
> +        color = texture2D(uTextureDiffuse0, vTexCoord) * 
> uTextureDiffuseWeight +
> +        texture2D(uTextureDiffuse1, vTexCoord) * (1.0 - 
> uTextureDiffuseWeight);
> +#else
> +
> +#ifdef  DIFFUSE_TEXTURE
> +        color = texture2D(uTextureDiffuse0, vTexCoord);
> +#else
> +        color = uMaterialDiffuse;
> +#endif //DIFFUSE_TEXTURE
> +
> +#endif //DIFFUSE_TEXTURE_BLEND
> +
> +        gl_FragColor = uLightDiffuse * color * factor;
> +#else
> +        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
> +#endif //DIFFUSE
> +
> +   /* Specular term. */
> +#ifdef SPECULAR
> +        factor = dot(normalize(vLightHalfVector), normal);
> +        if (factor > 0.0)
> +          {
> +             factor = pow(factor, uMaterialShininess);
> +
> +#ifdef  SPECULAR_TEXTURE_BLEND
> +             color = texture2D(uTextureSpecular0, vTexCoord) * 
> uTextureSpecularWeight +
> +             texture2D(uTextureSpecular1, vTexCoord) * (1.0 - 
> uTextureSpecularWeight);
> +#else
> +
> +#ifdef   SPECULAR_TEXTURE
> +             color = texture2D(uTextureSpecular0, vTexCoord);
> +#else
> +             color = uMaterialSpecular;
> +#endif
> +
> +#endif
> +
> +             gl_FragColor += uLightSpecular * color * factor;
> +          }
> +#endif
> +
> +     }
> +   else
> +     gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
> +
> +#ifdef  SHADOWED
> +   gl_FragColor *= shadow;
> +#endif //SHADOWED
> +
> +#ifdef AMBIENT
> +#ifdef AMBIENT_TEXTURE_BLEND
> +   color = texture2D(uTextureAmbient0, vTexCoord) * uTextureAmbientWeight +
> +   texture2D(uTextureAmbient1, vTexCoord) * (1.0 - uTextureAmbientWeight);
> +#else
> +
> +#ifdef AMBIENT_TEXTURE
> +   color = texture2D(uTextureAmbient0, vTexCoord);
> +#else
> +   color = uMaterialAmbient;
> +#endif
> +
> +#endif
> +
> +   gl_FragColor += uLightAmbient * color;
> +#endif
> +
> +   /* Light attenuation. */
> +#ifdef  LIGHT_ATTENUATION
> +   gl_FragColor /= dot(uLightAtten, vec3(1.0, vLightDist, vLightDist * 
> vLightDist));
> +#endif
> +
> +   /* Emission term. */
> +#ifdef  EMISSION
> +
> +#ifdef  EMISSION_TEXTURE_BLEND
> +   color = texture2D(uTextureEmission0, vTexCoord) * uTextureEmissionWeight +
> +   texture2D(uTextureEmission1, vTexCoord) * (1.0 - uTextureEmissionWeight);
> +#else
> +
> +#ifdef  EMISSION_TEXTURE
> +   color = texture2D(uTextureEmission0, vTexCoord);
> +#else
> +   color = uMaterialEmission;
> +#endif
> +
> +#endif
> +
> +   gl_FragColor += color;
> +#endif
> +
> +}
> +
> +#ifdef  SHADOWED
> +float pcf(vec4 lpos, float size)
> +{
> +   vec3 smcoord = lpos.xyz / lpos.w * 0.5 + 0.5;
> +   float i, j, randx, randy, shadow;
> +   shadow = 0.0;
> +   for (i = -4.0; i < 4.0; i++)
> +     for (j = -4.0; j < 4.0; j++)
> +        shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy 
> +vec2(i / 8.0, j / 8.0)*size).x);
> +   return shadow / 64.0;
> +}
> +#endif //SHADOWED
> +
> +void main()
> +{
> +
> +#ifdef SHADOWED
> +   shadow = pcf(vLightPosition, 1.0 / 300.0);
> +#endif //SHADOWED
> +
> +   fragmentPhong();
> +
> +#ifdef FOG_ENABLED
> +   float z = gl_FragCoord.z / gl_FragCoord.w;
> +   float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
> +   fogFactor = clamp(fogFactor, 0.0, 1.0);
> +   gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
> +#endif //FOG_ENABLED
> +
> +}
> +
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd
> new file mode 100644
> index 0000000..fb2c5d4
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/phong_vert.shd
> @@ -0,0 +1,116 @@
> +uniform  mat4  uMatrixMvp;
> +uniform  mat3  uMatrixNormal;
> +uniform  mat4  uMatrixModelview;
> +uniform  vec4  uLightPosition;
> +varying  vec3  vLightVector;
> +varying  vec3  vLightHalfVector;
> +varying  vec3  vNormal;
> +
> +#ifdef SHADOWED
> +uniform mat4 uMatrixLight;
> +varying vec4 vLightPosition;
> +#endif //SHADOWED
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL
> +attribute   vec4  aNormal0;
> +#endif //VERTEX_NORMAL
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +attribute   vec4  aNormal1;
> +uniform     float uNormalWeight;
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TEXCOORD
> +attribute   vec4  aTexCoord0;
> +#endif //VERTEX_TEXCOORD
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +attribute   vec4  aTexCoord1;
> +uniform     float uTexCoordWeight;
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +#ifdef NEED_TEX_COORD
> +varying vec2 vTexCoord;
> +#endif //NEED_TEX_COORD
> +
> +#ifdef LIGHT_ATTENUATION
> +varying  float vLightDist;
> +#endif //LIGHT_ATTENUATION
> +
> +void vertexPhong(vec4 position, vec3 normal)
> +{
> +   normal = uMatrixNormal * normal;
> +   position = uMatrixModelview * position;
> +
> +#ifdef NORMALIZE_NORMALS
> +   normal = normalize(normal);
> +#endif //NORMALIZE_NORMALS
> +
> +#ifdef LIGHT_DIRECTIONAL
> +   vLightVector = uLightPosition.xyz;
> +#else
> +   vLightVector = uLightPosition.xyz - position.xyz;
> +
> +#ifdef LIGHT_ATTENUATION
> +   vLightDist = length(vLightVector);
> +#endif //LIGHT_ATTENUATION
> +
> +   vLightVector = normalize(vLightVector);
> +#endif //LIGHT_DIRECTIONAL
> +
> +   vLightHalfVector = normalize(normalize(-position.xyz) + vLightVector);
> +   vNormal = normal;
> +}
> +
> +void main() {
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_NORMAL_BLEND
> +   vec3 normal = aNormal0.xyz * uNormalWeight +
> +   aNormal1.xyz * (1.0 - uNormalWeight);
> +#else
> +
> +#ifdef VERTEX_NORMAL
> +   vec3 normal = aNormal0.xyz;
> +#endif //VERTEX_NORMAL
> +
> +#endif //VERTEX_NORMAL_BLEND
> +
> +#ifdef VERTEX_TEXCOORD_BLEND
> +   vTexCoord = aTexCoord0.st * uTexCoordWeight +
> +   aTexCoord1.st * (1.0 - uTexCoordWeight);
> +#else
> +
> +#ifdef VERTEX_TEXCOORD
> +   vTexCoord = aTexCoord0.st;
> +#endif //VERTEX_TEXCOORD
> +
> +#endif //VERTEX_TEXCOORD_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +   vertexPhong(position, normal);
> +
> +#ifdef SHADOWED
> +   vLightPosition = uMatrixLight * position;
> +#endif //SHADOWED
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd
> new file mode 100644
> index 0000000..84a586a
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_frag.shd
> @@ -0,0 +1,4 @@
> +void main()
> +{
> +   gl_FragColor.r = gl_FragCoord.z;
> +}
> diff --git a/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd
> new file mode 100644
> index 0000000..3f12a69
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/shadow_map_vert.shd
> @@ -0,0 +1,28 @@
> +uniform mat4  uMatrixMvp;
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +void main()
> +{
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +   gl_Position = uMatrixMvp * position;
> +}
> diff --git 
> a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd
> new file mode 100644
> index 0000000..9b0c023
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_frag.shd
> @@ -0,0 +1,20 @@
> +varying  vec4        vColor;
> +
> +#ifdef FOG_ENABLED
> +uniform float uFogFactor;
> +uniform vec4  uFogColor;
> +#endif //FOG_ENABLED
> +
> +void main()
> +{
> +   gl_FragColor = vColor;
> +
> +#ifdef FOG_ENABLED
> +   float z = gl_FragCoord.z / gl_FragCoord.w;
> +   float fogFactor = exp2( -uFogFactor * uFogFactor * z * z * 1.44);
> +   fogFactor = clamp(fogFactor, 0.0, 1.0);
> +   gl_FragColor = mix(uFogColor, gl_FragColor, fogFactor);
> +#endif //FOG_ENABLED
> +
> +}
> +
> diff --git 
> a/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd 
> b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd
> new file mode 100644
> index 0000000..560baad
> --- /dev/null
> +++ b/src/modules/evas/engines/gl_common/shader_3d/vertex_color_vert.shd
> @@ -0,0 +1,50 @@
> +uniform     mat4  uMatrixMvp;
> +varying     vec4  vColor;
> +
> +#ifdef VERTEX_POSITION
> +attribute   vec4  aPosition0;
> +#endif //VERTEX_POSITION
> +
> +#ifdef VERTEX_POSITION_BLEND
> +attribute   vec4  aPosition1;
> +uniform     float uPositionWeight;
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_COLOR
> +attribute   vec4  aColor0;
> +#endif //VERTEX_COLOR
> +
> +#ifdef VERTEX_COLOR_BLEND
> +attribute   vec4  aColor1;
> +uniform     float uColorWeight;
> +#endif //VERTEX_COLOR_BLEND
> +
> +void main()
> +{
> +
> +#ifdef VERTEX_POSITION_BLEND
> +   vec4 position = aPosition0 * uPositionWeight +
> +   aPosition1 * (1.0 - uPositionWeight);
> +   position = vec4(position.xyz, 1.0);
> +#else
> +
> +#ifdef VERTEX_POSITION
> +   vec4 position = vec4(aPosition0.xyz, 1.0);
> +#endif // VERTEX_POSITION
> +
> +#endif //VERTEX_POSITION_BLEND
> +
> +#ifdef VERTEX_COLOR_BLEND
> +   vec4 color = aColor0 * uColorWeight + aColor1 * (1.0 - uColorWeight);
> +#else
> +
> +#ifdef VERTEX_COLOR
> +   vec4 color = aColor0;
> +#endif //VERTEX_COLOR
> +
> +#endif //VERTEX_COLOR_BLEND
> +
> +   vColor = color;
> +   gl_Position = uMatrixMvp * position;
> +}
> +
> 

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