hermet pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=fe92fac05f0306bea83a6c113daea35acde80398

commit fe92fac05f0306bea83a6c113daea35acde80398
Author: Oleksandr Shcherbina <o.shcherb...@samsung.com>
Date:   Thu Oct 1 19:08:14 2015 +0900

    evas_canvas3d: Unification algorithm generation shadow
    
    Summary:
    Change type of texdepth from GL_R(doesn't support with GLES) to GL_RGBA.
    Don't use useless additional framebuffers for shadows.
    Use same shader code for generation shadow map texture.
    Turn always using software alpha-test.
    It reduce and simplify code in general.
    
    Reviewers: cedric, Hermet
    
    Subscribers: cedric
    
    Differential Revision: https://phab.enlightenment.org/D3115
---
 src/modules/evas/engines/gl_common/evas_gl_3d.c    |  38 +-------
 .../evas/engines/gl_common/evas_gl_3d_private.h    |   6 --
 .../evas/engines/gl_common/evas_gl_3d_shader.c     |   6 --
 .../gl_common/shader_3d/evas_gl_3d_shaders.x       | 100 ++-------------------
 .../evas/engines/gl_common/shader_3d/include.shd   |  21 +----
 .../gl_common/shader_3d/shadow_map_frag.shd        |   5 +-
 6 files changed, 16 insertions(+), 160 deletions(-)

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 69c9c54..68fc15f 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_3d.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_3d.c
@@ -276,9 +276,6 @@ e3d_drawable_new(int w, int h, int alpha, GLenum 
depth_format, GLenum stencil_fo
    GLuint         depth_stencil_buf = 0;
    GLuint         depth_buf = 0;
    GLuint         stencil_buf = 0;
-#ifdef GL_GLES
-   GLuint         shadow_fbo, depth_render_buf;
-#endif
    Eina_Bool      depth_stencil = EINA_FALSE;
 
    glGenTextures(1, &tex);
@@ -299,13 +296,7 @@ e3d_drawable_new(int w, int h, int alpha, GLenum 
depth_format, GLenum stencil_fo
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-#ifndef GL_GLES
-   glTexImage2D(GL_TEXTURE_2D, 0, GL_R16, w, h, 0, GL_RED, GL_UNSIGNED_SHORT, 
0);
-#else
-   glGenFramebuffers(1, &shadow_fbo);
-   glGenFramebuffers(1, &depth_render_buf);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 
NULL);
-#endif
 
    glGenFramebuffers(1, &color_pick_fb_id);
    glGenTextures(1, &texcolorpick);
@@ -401,10 +392,7 @@ e3d_drawable_new(int w, int h, int alpha, GLenum 
depth_format, GLenum stencil_fo
    drawable->depth_buf = depth_buf;
    drawable->stencil_buf = stencil_buf;
    drawable->texDepth = texDepth;
-#ifdef GL_GLES
-   drawable->shadow_fbo = shadow_fbo;
-   drawable->depth_render_buf = depth_render_buf;
-#endif
+
    return drawable;
 
 error:
@@ -437,12 +425,6 @@ error:
    if (stencil_buf)
      glDeleteRenderbuffers(1, &stencil_buf);
 
-#ifdef GL_GLES
-   if (shadow_fbo)
-     glDeleteFramebuffers(1, &shadow_fbo);
-   if (depth_render_buf)
-     glDeleteFramebuffers(1, &depth_render_buf);
-#endif
 
    return NULL;
 }
@@ -1009,9 +991,7 @@ _mesh_draw_data_build(E3D_Draw_Data *data,
         data->flags |= E3D_SHADER_FLAG_SHADOWED;
         data->pcf_size = 1 / pdmesh->shadows_edges_size;
         data->pcf_step = (Evas_Real)pdmesh->shadows_edges_filtering_level;
-#ifdef GL_GLES
         data->constant_bias = pdmesh->shadows_constant_bias;
-#endif
      }
 
    if (pdmesh->color_pick_enabled)
@@ -1186,18 +1166,10 @@ void _shadowmap_render(E3D_Drawable *drawable, 
E3D_Renderer *renderer,
 
    glEnable(GL_POLYGON_OFFSET_FILL);
    glPolygonOffset(data->depth_offset, data->depth_constant);
-#ifdef GL_GLES
-   glBindFramebuffer(GL_FRAMEBUFFER, drawable->shadow_fbo);
-   glBindRenderbuffer(GL_RENDERBUFFER, drawable->depth_render_buf);
-#endif
+
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                           drawable->texDepth, 0);
-#ifdef GL_GLES
-   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, drawable->w,
-                         drawable->h);
-   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
GL_RENDERBUFFER,
-                             drawable->depth_render_buf);
-#endif
+
    e3d_renderer_target_set(renderer, drawable);
    e3d_renderer_clear(renderer, &c);
 
@@ -1231,9 +1203,7 @@ void _shadowmap_render(E3D_Drawable *drawable, 
E3D_Renderer *renderer,
      }
 
      glDisable(GL_POLYGON_OFFSET_FILL);
-#ifdef GL_GLES
-     glBindFramebuffer(GL_FRAMEBUFFER, drawable->fbo);
-#endif
+
      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
GL_TEXTURE_2D, drawable->tex, 0);
 }
 
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 6f44456..a05eba7 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
@@ -114,9 +114,7 @@ struct _E3D_Draw_Data
    /*Sets of the quality of shadow rendering*/
    Evas_Real               pcf_step;
    Evas_Real               pcf_size;
-#ifdef GL_GLES
    Evas_Real               constant_bias;
-#endif
 };
 
 struct _E3D_Texture
@@ -157,10 +155,6 @@ struct _E3D_Drawable
    GLuint   texDepth;
    GLuint texcolorpick;
    GLuint color_pick_fb_id;
-#ifdef GL_GLES
-   GLuint   shadow_fbo;
-   GLuint   depth_render_buf;
-#endif
 };
 
 /* Texture internal functions. */
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 21d5d18..8beeb3d 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
@@ -47,9 +47,7 @@ typedef enum _E3D_Uniform
    E3D_UNIFORM_SHADOWMAP,
    E3D_UNIFORM_SHADOWS_PCF_STEP,
    E3D_UNIFORM_SHADOWS_PCF_SIZE,
-#ifdef GL_GLES
    E3D_UNIFORM_SHADOWS_CONSTANT_BIAS,
-#endif
 
    E3D_UNIFORM_LIGHT_POSITION,
    E3D_UNIFORM_LIGHT_SPOT_DIR,
@@ -344,9 +342,7 @@ static const char *uniform_names[] =
    "uShadowMap",
    "uShadowsPCFStep",
    "uShadowsPCFSize",
-#ifdef GL_GLES
    "uShadowsConstantBias",
-#endif
    "uLightPosition",
    "uLightSpotDir",
    "uLightSpotExp",
@@ -528,11 +524,9 @@ _uniform_upload(E3D_Uniform u, GLint loc, const 
E3D_Draw_Data *data)
       case E3D_UNIFORM_SHADOWS_PCF_SIZE:
          glUniform1f(loc, data->pcf_size);
          break;
-#ifdef GL_GLES
       case E3D_UNIFORM_SHADOWS_CONSTANT_BIAS:
          glUniform1f(loc, data->constant_bias);
          break;
-#endif
       case E3D_UNIFORM_LIGHT_POSITION:
          glUniform4f(loc, data->light.position.x, data->light.position.y,
                      data->light.position.z, data->light.position.w);
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 b6dbb5a..46195fe 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
@@ -55,15 +55,12 @@ static const char vertex_color_frag_glsl[] =
    "uniform float uFogFactor;\n"
    "uniform vec4  uFogColor;\n"
    "#endif //FOG_ENABLED\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "void main()\n"
    "{\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(vColor.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -101,9 +98,6 @@ static const char vertex_color_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = vColor;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = vColor;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "   \n"
    "#ifdef FOG_ENABLED\n"
@@ -188,10 +182,8 @@ static const char diffuse_frag_glsl[] =
    "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#endif //DIFFUSE\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "void main() {\n"
    "   vec4  color;\n"
    "   \n"
@@ -207,8 +199,7 @@ static const char diffuse_frag_glsl[] =
    "#endif //DIFFUSE_TEXTURE\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -246,9 +237,6 @@ static const char diffuse_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "   \n"
    "#ifdef FOG_ENABLED\n"
@@ -403,9 +391,7 @@ 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"
@@ -414,11 +400,6 @@ static const char flat_frag_glsl[] =
    "   q = floor(uShadowsPCFStep * 2.0);\n"
    "   c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);\n"
    "   shadow = 0.0;\n"
-   "#ifndef GL_ES\n"
-   "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
-   "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
-   "       shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + 
vec2(i / q, j / q) * uShadowsPCFSize).x);\n"
-   "#else\n"
    "   const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 
256.0), 1.0 / 256.0, 1.0);\n"
    "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
    "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
@@ -426,7 +407,6 @@ static const char flat_frag_glsl[] =
    "          vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / 
q) * uShadowsPCFSize);\n"
    "          shadow += float(smcoord.z < dot(zvalue, unpack) + 
uShadowsConstantBias);\n"
    "       }\n"
-   "#endif //GL_ES\n"
    "   return shadow / c;\n"
    "}\n"
    "#endif //SHADOWED\n"
@@ -498,10 +478,8 @@ static const char flat_frag_glsl[] =
    "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
    "#endif //EMISSION_TEXTURE_BLEND\n"
    "#endif //EMISSION\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "vec4 fragmentFlat()\n"
    "{\n"
    "   vec4 color;\n"
@@ -580,8 +558,7 @@ static const char flat_frag_glsl[] =
    "#endif //SHADOWED\n"
    "   color = fragmentFlat();\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -619,9 +596,6 @@ static const char flat_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "   \n"
    "#ifdef FOG_ENABLED\n"
@@ -746,9 +720,7 @@ 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"
@@ -757,11 +729,6 @@ static const char phong_frag_glsl[] =
    "   q = floor(uShadowsPCFStep * 2.0);\n"
    "   c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);\n"
    "   shadow = 0.0;\n"
-   "#ifndef GL_ES\n"
-   "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
-   "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
-   "       shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + 
vec2(i / q, j / q) * uShadowsPCFSize).x);\n"
-   "#else\n"
    "   const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 
256.0), 1.0 / 256.0, 1.0);\n"
    "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
    "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
@@ -769,7 +736,6 @@ static const char phong_frag_glsl[] =
    "          vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / 
q) * uShadowsPCFSize);\n"
    "          shadow += float(smcoord.z < dot(zvalue, unpack) + 
uShadowsConstantBias);\n"
    "       }\n"
-   "#endif //GL_ES\n"
    "   return shadow / c;\n"
    "}\n"
    "#endif //SHADOWED\n"
@@ -849,10 +815,8 @@ static const char phong_frag_glsl[] =
    "#ifdef LIGHT_ATTENUATION\n"
    "varying   float    vLightDist;\n"
    "#endif //LIGHT_ATTENUATION\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "vec4 fragmentPhong()\n"
    "{\n"
    "   vec3  normal = normalize(vNormal);\n"
@@ -959,8 +923,7 @@ static const char phong_frag_glsl[] =
    "#endif //SHADOWED\n"
    "   color = fragmentPhong();\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -998,9 +961,6 @@ static const char phong_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "   \n"
    "#ifdef FOG_ENABLED\n"
@@ -1182,9 +1142,7 @@ 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"
@@ -1193,11 +1151,6 @@ static const char normal_map_frag_glsl[] =
    "   q = floor(uShadowsPCFStep * 2.0);\n"
    "   c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);\n"
    "   shadow = 0.0;\n"
-   "#ifndef GL_ES\n"
-   "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
-   "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
-   "       shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + 
vec2(i / q, j / q) * uShadowsPCFSize).x);\n"
-   "#else\n"
    "   const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 
256.0), 1.0 / 256.0, 1.0);\n"
    "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
    "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
@@ -1205,7 +1158,6 @@ static const char normal_map_frag_glsl[] =
    "          vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / 
q) * uShadowsPCFSize);\n"
    "          shadow += float(smcoord.z < dot(zvalue, unpack) + 
uShadowsConstantBias);\n"
    "       }\n"
-   "#endif //GL_ES\n"
    "   return shadow / c;\n"
    "}\n"
    "#endif //SHADOWED\n"
@@ -1222,10 +1174,8 @@ static const char normal_map_frag_glsl[] =
    "vec3 Tex1CoordNormal =\n"
    "   vec3(vTexCoord, 1.0) * uTextureMatrixTransformNormal1;\n"
    "#endif //NORMAL_TEXTURE_BLEND\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "#ifndef VERTEX_TANGENT\n"
    "varying  vec3        vNormal;\n"
    "#endif //VERTEX_TANGENT\n"
@@ -1439,8 +1389,7 @@ static const char normal_map_frag_glsl[] =
    "#endif //SHADOWED\n"
    "   color = fragmentNormalMap();\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -1478,9 +1427,6 @@ static const char normal_map_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "#ifdef FOG_ENABLED\n"
    "   float z = gl_FragCoord.z / gl_FragCoord.w;\n"
@@ -1551,10 +1497,8 @@ static const char shadow_map_frag_glsl[] =
    "#ifdef NEED_TEX_COORD\n"
    "varying vec2   vTexCoord;\n"
    "#endif //TEX_COORD\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "#ifdef DIFFUSE\n"
    "#ifdef DIFFUSE_TEXTURE\n"
    "uniform sampler2D  uTextureDiffuse0;\n"
@@ -1588,8 +1532,7 @@ static const char shadow_map_frag_glsl[] =
    "   color = vec4(1);\n"
    "#endif //DIFFUSE_TEXTURE\n"
    "#endif //DIFFUSE_TEXTURE_BLEND\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -1625,13 +1568,7 @@ static const char shadow_map_frag_glsl[] =
    "        else discard;\n"
    "     }\n"
    "   else if (uAlphaTestComparison == 7) ;\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
    "#endif //ALPHA_TEST_ENABLED\n"
-   "#ifndef GL_ES\n"
-   "   gl_FragColor.r = gl_FragCoord.z;\n"
-   "#else\n"
    "   const vec4 pack = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 
1.0);\n"
    "   const vec4 mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);\n"
    "   vec4 depthcolor;\n"
@@ -1640,7 +1577,6 @@ static const char shadow_map_frag_glsl[] =
    "   depthcolor = vec4(fract(pack * normdist));\n"
    "   depthcolor -= depthcolor.xxyz * mask;\n"
    "   gl_FragColor = depthcolor;\n"
-   "#endif\n"
    "}\n";
 
 static const char color_pick_vert_glsl[] =
@@ -1681,10 +1617,8 @@ static const char color_pick_frag_glsl[] =
    "#else\n"
    "   uniform vec4  uColorPick;\n"
    "#endif\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "void main()\n"
    "{\n"
    "   vec4 color;\n"
@@ -1694,8 +1628,7 @@ static const char color_pick_frag_glsl[] =
    "   color = uColorPick;\n"
    "#endif\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -1733,9 +1666,6 @@ static const char color_pick_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "}\n";
 
@@ -1891,9 +1821,7 @@ 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"
@@ -1902,11 +1830,6 @@ static const char parallax_occlusion_frag_glsl[] =
    "   q = floor(uShadowsPCFStep * 2.0);\n"
    "   c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);\n"
    "   shadow = 0.0;\n"
-   "#ifndef GL_ES\n"
-   "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
-   "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
-   "       shadow += float(smcoord.z <= texture2D(uShadowMap, smcoord.xy + 
vec2(i / q, j / q) * uShadowsPCFSize).x);\n"
-   "#else\n"
    "   const vec4 unpack = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 
256.0), 1.0 / 256.0, 1.0);\n"
    "   for (i = -uShadowsPCFStep; i < uShadowsPCFStep; i += 1.0)\n"
    "     for (j = -uShadowsPCFStep; j < uShadowsPCFStep; j += 1.0)\n"
@@ -1914,7 +1837,6 @@ static const char parallax_occlusion_frag_glsl[] =
    "          vec4 zvalue = texture2D(uShadowMap, smcoord.xy + vec2(i / q, j / 
q) * uShadowsPCFSize);\n"
    "          shadow += float(smcoord.z < dot(zvalue, unpack) + 
uShadowsConstantBias);\n"
    "       }\n"
-   "#endif //GL_ES\n"
    "   return shadow / c;\n"
    "}\n"
    "#endif //SHADOWED\n"
@@ -1994,10 +1916,8 @@ static const char parallax_occlusion_frag_glsl[] =
    "#ifdef LIGHT_ATTENUATION\n"
    "varying   float    vLightDist;\n"
    "#endif //LIGHT_ATTENUATION\n"
-   "#ifdef GL_ES\n"
    "uniform int   uAlphaTestComparison;\n"
    "uniform float uAlphaTestRefValue;\n"
-   "#endif //GL_ES\n"
    "const float parallaxScale = 0.2;\n"
    "vec2 parallaxMapping(in vec3 view, in vec2 tex, out float 
parallaxHeight)\n"
    "{\n"
@@ -2147,8 +2067,7 @@ static const char parallax_occlusion_frag_glsl[] =
    "#endif //SHADOWED\n"
    "   color = fragmentParallaxMap();\n"
    "#ifdef ALPHA_TEST_ENABLED\n"
-   "   #ifdef GL_ES\n"
-   "/*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
+   "   /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/\n"
    "   const float p = 1000000.0;\n"
    "   float acolor = floor(color.a * p);\n"
    "   float refvalue = floor(uAlphaTestRefValue * p);\n"
@@ -2186,9 +2105,6 @@ static const char parallax_occlusion_frag_glsl[] =
    "   else if (uAlphaTestComparison == 7) ;\n"
    "#else\n"
    "   gl_FragColor = color;\n"
-   "#endif //GL_ES\n"
-   "#else\n"
-   "   gl_FragColor = color;\n"
    "#endif //ALPHA_TEST_ENABLED\n"
    "   \n"
    "#ifdef FOG_ENABLED\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 28a9955..03afe25 100644
--- a/src/modules/evas/engines/gl_common/shader_3d/include.shd
+++ b/src/modules/evas/engines/gl_common/shader_3d/include.shd
@@ -29,12 +29,9 @@ define(`FRAGMENT_SHADER_USE_FOG', `
 uniform float uFogFactor;
 uniform vec4  uFogColor;
 #endif //FOG_ENABLED')
-
-define(`FRAGMENT_SHADER_USE_ALPHA_TEST_GLES', `
-#ifdef GL_ES
+define(`FRAGMENT_SHADER_USE_ALPHA_TEST_GLES',
 uniform int   uAlphaTestComparison;
-uniform float uAlphaTestRefValue;
-#endif //GL_ES')
+uniform float uAlphaTestRefValue;)
 
 define(`FRAGMENT_SHADER_USE_SHADOWS', `
 #ifdef  SHADOWED
@@ -42,9 +39,7 @@ varying vec4 vLightPosition;
 uniform sampler2D uShadowMap;
 uniform float uShadowsPCFStep;
 uniform float uShadowsPCFSize;
-#ifdef GL_ES
 uniform float uShadowsConstantBias;
-#endif //GL_ES
 float shadow;
 float pcf(vec4 lpos)
 {
@@ -53,11 +48,6 @@ float pcf(vec4 lpos)
    q = floor(uShadowsPCFStep * 2.0);
    c = floor(uShadowsPCFStep * uShadowsPCFStep * 4.0);
    shadow = 0.0;
-#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
    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 +55,6 @@ 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
    return shadow / c;
 }
 #endif //SHADOWED')
@@ -130,7 +119,6 @@ FRAGMENT_SHADER_USE_TEXTURE(DIFFUSE, Diffuse)
 `#endif //DIFFUSE')
 
 define(`FRAGMENT_SHADER_ALPHA_TEST_GLES_APPLY',
-`#ifdef GL_ES'
 /*uAlphaTestComparison is value of the Evas_3D_Comparison type*/
    const float p = 1000000.0;
    float acolor = floor($1.a * p);
@@ -166,10 +154,7 @@ define(`FRAGMENT_SHADER_ALPHA_TEST_GLES_APPLY',
         if (acolor >= refvalue) gl_FragColor = $1;
         else discard;
      }
-   else if (uAlphaTestComparison == 7) ;
-`#else'
-   gl_FragColor = $1;
-`#endif //GL_ES')
+   else if (uAlphaTestComparison == 7) ;)
 
 
 define(`VERTEX_SHADER_NEED_TEX_COORD',
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
index bdb16e5..c464730 100644
--- 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
@@ -50,9 +50,7 @@ void main() {
    FRAGMENT_SHADER_ALPHA_TEST_GLES_APPLY(color)
 
 #endif //ALPHA_TEST_ENABLED
-#ifndef GL_ES
-   gl_FragColor.r = gl_FragCoord.z;
-#else
+
    const vec4 pack = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
    const vec4 mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
    vec4 depthcolor;
@@ -61,5 +59,4 @@ void main() {
    depthcolor = vec4(fract(pack * normdist));
    depthcolor -= depthcolor.xxyz * mask;
    gl_FragColor = depthcolor;
-#endif
 }

-- 


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