hermet pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=08ee7d4b8c708eac2f94e2792df69867d47f0a32

commit 08ee7d4b8c708eac2f94e2792df69867d47f0a32
Author: Oleksandr Shcherbina <o.shcherb...@samsung.com>
Date:   Thu Sep 24 20:28:53 2015 +0900

    evas_canvas3d:Broken source file for generation 3D shaders
    
    Summary:
    Bug reproduce if delete evas_gl_3d_shaders.x and try re-build.
    Source file include.shd for generation shader code consist m4 macro 
definitions.
    After this revision https://phab.enlightenment.org/D3056 order of the 
quatation
    marks in function pcf was broken.
    @fix
    
    Reviewers: cedric, Hermet
    
    Reviewed By: Hermet
    
    Subscribers: cedric
    
    Differential Revision: https://phab.enlightenment.org/D3085
---
 .../gl_common/shader_3d/evas_gl_3d_shaders.x       | 42 +++++++++++++---------
 .../evas/engines/gl_common/shader_3d/include.shd   |  8 ++---
 2 files changed, 29 insertions(+), 21 deletions(-)

diff --git a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x 
b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
index 0284011..b6dbb5a 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x
@@ -3,7 +3,7 @@
 
 static const char vertex_color_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -46,7 +46,7 @@ static const char vertex_color_vert_glsl[] =
 
 static const char vertex_color_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -116,7 +116,7 @@ static const char vertex_color_frag_glsl[] =
 
 static const char diffuse_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -160,7 +160,7 @@ static const char diffuse_vert_glsl[] =
 
 static const char diffuse_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -261,7 +261,7 @@ static const char diffuse_frag_glsl[] =
 
 static const char flat_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -386,7 +386,7 @@ static const char flat_vert_glsl[] =
 
 static const char flat_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -403,7 +403,9 @@ static const char flat_frag_glsl[] =
    "uniform sampler2D uShadowMap;\n"
    "uniform float uShadowsPCFStep;\n"
    "uniform float uShadowsPCFSize;\n"
+   "#ifdef GL_ES\n"
    "uniform float uShadowsConstantBias;\n"
+   "#endif //GL_ES\n"
    "float shadow;\n"
    "float pcf(vec4 lpos)\n"
    "{\n"
@@ -632,7 +634,7 @@ static const char flat_frag_glsl[] =
 
 static const char phong_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -725,7 +727,7 @@ static const char phong_vert_glsl[] =
 
 static const char phong_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -744,7 +746,9 @@ static const char phong_frag_glsl[] =
    "uniform sampler2D uShadowMap;\n"
    "uniform float uShadowsPCFStep;\n"
    "uniform float uShadowsPCFSize;\n"
+   "#ifdef GL_ES\n"
    "uniform float uShadowsConstantBias;\n"
+   "#endif //GL_ES\n"
    "float shadow;\n"
    "float pcf(vec4 lpos)\n"
    "{\n"
@@ -1009,7 +1013,7 @@ static const char phong_frag_glsl[] =
 
 static const char normal_map_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1159,7 +1163,7 @@ static const char normal_map_vert_glsl[] =
 
 static const char normal_map_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1178,7 +1182,9 @@ static const char normal_map_frag_glsl[] =
    "uniform sampler2D uShadowMap;\n"
    "uniform float uShadowsPCFStep;\n"
    "uniform float uShadowsPCFSize;\n"
+   "#ifdef GL_ES\n"
    "uniform float uShadowsConstantBias;\n"
+   "#endif //GL_ES\n"
    "float shadow;\n"
    "float pcf(vec4 lpos)\n"
    "{\n"
@@ -1486,7 +1492,7 @@ static const char normal_map_frag_glsl[] =
 
 static const char shadow_map_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1522,7 +1528,7 @@ static const char shadow_map_vert_glsl[] =
    "#endif // VERTEX_POSITION\n"
    "#endif //VERTEX_POSITION_BLEND\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "#ifdef VERTEX_TEXCOORD_BLEND\n"
+   "   #ifdef VERTEX_TEXCOORD_BLEND\n"
    "   vTexCoord = mix(aTexCoord1.st, aTexCoord0.st, uTexCoordWeight);\n"
    "#else\n"
    "#ifdef VERTEX_TEXCOORD\n"
@@ -1536,7 +1542,7 @@ static const char shadow_map_vert_glsl[] =
 
 static const char shadow_map_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1639,7 +1645,7 @@ static const char shadow_map_frag_glsl[] =
 
 static const char color_pick_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1666,7 +1672,7 @@ static const char color_pick_vert_glsl[] =
 
 static const char color_pick_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1735,7 +1741,7 @@ static const char color_pick_frag_glsl[] =
 
 static const char parallax_occlusion_vert_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1855,7 +1861,7 @@ static const char parallax_occlusion_vert_glsl[] =
 
 static const char parallax_occlusion_frag_glsl[] =
    "#ifdef GL_ES\n"
-   "precision highp float;\n"
+   "precision mediump float;\n"
    "precision mediump int;\n"
    "precision lowp sampler2D;\n"
    "#endif\n"
@@ -1885,7 +1891,9 @@ static const char parallax_occlusion_frag_glsl[] =
    "uniform sampler2D uShadowMap;\n"
    "uniform float uShadowsPCFStep;\n"
    "uniform float uShadowsPCFSize;\n"
+   "#ifdef GL_ES\n"
    "uniform float uShadowsConstantBias;\n"
+   "#endif //GL_ES\n"
    "float shadow;\n"
    "float pcf(vec4 lpos)\n"
    "{\n"
diff --git a/src/modules/evas/engines/gl_common/shader_3d/include.shd 
b/src/modules/evas/engines/gl_common/shader_3d/include.shd
index fd6be4d..28a9955 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/include.shd
+++ b/src/modules/evas/engines/gl_common/shader_3d/include.shd
@@ -44,7 +44,7 @@ uniform float uShadowsPCFStep;
 uniform float uShadowsPCFSize;
 #ifdef GL_ES
 uniform float uShadowsConstantBias;
-#endif //GL_ES'
+#endif //GL_ES
 float shadow;
 float pcf(vec4 lpos)
 {
@@ -53,11 +53,11 @@ float pcf(vec4 lpos)
    q = floor(uShadowsPCFStep * 2.0);
    c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);
    shadow = 0.0;
-`#ifndef GL_ES'
+#ifndef GL_ES
    for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)
      for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)
        shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + vec2(i 
/ q, j / q) * uShadowsPCFSize).x);
-`#else'
+#else
    const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 
256.0), 1.0 / 256.0, 1.0);
    for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)
      for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)
@@ -65,7 +65,7 @@ float pcf(vec4 lpos)
           vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / q) 
* uShadowsPCFSize);
           shadow += float(smcoord.z < dot(zvalue, unpack) + 
uShadowsConstantBias);
        }
-`#endif //GL_ES'
+#endif //GL_ES
    return shadow / c;
 }
 #endif //SHADOWED')

-- 


Reply via email to