WIP Kraken updated OSX support

This commit is contained in:
2015-11-06 23:09:31 -08:00
parent 3913345a28
commit ee63579acb
48 changed files with 694 additions and 268 deletions

View File

@@ -30,16 +30,16 @@
//
attribute highp vec3 vertex_position, vertex_normal;
in highp vec3 vertex_position, vertex_normal;
#if HAS_NORMAL_MAP == 1
attribute highp vec3 vertex_tangent;
in highp vec3 vertex_tangent;
#endif
attribute mediump vec2 vertex_uv;
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
attribute highp vec4 bone_weights;
attribute highp vec4 bone_indexes;
in highp vec4 bone_weights;
in highp vec4 bone_indexes;
uniform highp mat4 bone_transforms[BONE_COUNT];
#else
#define vertex_position_skinned vertex_position
@@ -51,7 +51,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
varying highp vec2 texCoord;
out highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_SCALE == 1
@@ -63,22 +63,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
varying highp vec2 normal_uv;
out highp vec2 normal_uv;
#endif
#else
varying mediump vec3 normal;
out mediump vec3 normal;
#endif
#else
uniform mediump float material_shininess;
#if HAS_DIFFUSE_MAP == 1
varying highp vec2 texCoord;
out highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
uniform highp mat4 model_view_inverse_transpose_matrix;
varying highp mat3 tangent_to_view_matrix;
out highp mat3 tangent_to_view_matrix;
#endif
#else
@@ -86,16 +86,16 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
uniform highp vec3 camera_position_model_space;
#if HAS_LIGHT_MAP == 1
attribute mediump vec2 vertex_lightmap_uv;
varying mediump vec2 lightmap_uv;
in mediump vec2 vertex_lightmap_uv;
out mediump vec2 lightmap_uv;
#endif
#if ENABLE_PER_PIXEL == 1
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
out mediump vec3 lightVec;
out mediump vec3 halfVec;
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
varying highp vec2 spec_uv;
out highp vec2 spec_uv;
#endif
#if HAS_SPEC_MAP_SCALE == 1
@@ -107,7 +107,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
varying highp vec2 reflection_uv;
out highp vec2 reflection_uv;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
@@ -120,22 +120,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if SHADOW_QUALITY >= 1
uniform highp mat4 shadow_mvp1;
varying highp vec4 shadowMapCoord1;
out highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
uniform highp mat4 shadow_mvp2;
varying highp vec4 shadowMapCoord2;
out highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform highp mat4 shadow_mvp3;
varying highp vec4 shadowMapCoord3;
out highp vec4 shadowMapCoord3;
#endif
#else
varying mediump float lamberFactor;
varying mediump float specularFactor;
out mediump float lamberFactor;
out mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
@@ -146,15 +146,15 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
uniform highp mat4 model_inverse_transpose_matrix;
varying highp mat3 tangent_to_world_matrix;
out highp mat3 tangent_to_world_matrix;
#else
uniform highp mat4 model_matrix;
varying mediump vec3 reflectionVec;
out mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
out mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
@@ -166,7 +166,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
out highp vec2 diffuse_uv;
#endif
#endif