it is strange because,  I did git pull and make efl an hour before. It is
   all right.

   Do you turn additional confugure keys?


   ------- Original Message -------

   Sender : marcel-hollerb...@t-online.de<marcel-hollerb...@t-online.de>

   Date : Feb 19, 2015 14:20 (GMT+03:00)

   Title  : Re: [E-devel] [EGIT] [core/efl] master 01/07: evas: Evas_3D -
   refactor shader system.


   Hello,
   I am getting the same error.
   On Thu, Feb 19, 2015 at 10:28:01AM +0200, Daniel Hirt wrote:
   > 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=b9b5ced501f4642f03d8bcc
   8441fd3f7b55a7f52
   > >
   > > commit b9b5ced501f4642f03d8bcc8441fd3f7b55a7f52
   > > Author: Dmytro Dadyka
   > > 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
   > > ---
   > >  .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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   With best regards,

   Oleksander Shcherbina

   SRK-Tizen Platform Lab

   Samsung Ukraine R&D Institute

   57 L'va Tolstogo Str., Kyiv 01032, Ukraine

   Mob.: +380 (66) 1297544

   o.shcherb...@samsung.com




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