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authorJere Tuliniemi <jere.tuliniemi@qt.io>2018-05-23 15:18:06 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2018-05-23 12:31:35 +0000
commitb4a7f13326d86db82fe96b7b13cb7f1cdb3bdf33 (patch)
tree56447532936daaadf46dc6cc71e06626c2b29e50 /res/effectlib/spotEdf.glsllib
parent556fa62d1fa03ad0e216d12c9ffdeec81b55bfa8 (diff)
Remove the use of f for floats in shaders
Task-number: QT3DS-1765 Change-Id: If398f95fba9ed409761602937c49fc2d93fe46f6 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'res/effectlib/spotEdf.glsllib')
-rw-r--r--res/effectlib/spotEdf.glsllib2
1 files changed, 1 insertions, 1 deletions
diff --git a/res/effectlib/spotEdf.glsllib b/res/effectlib/spotEdf.glsllib
index 663bd8f..2abe194 100644
--- a/res/effectlib/spotEdf.glsllib
+++ b/res/effectlib/spotEdf.glsllib
@@ -35,7 +35,7 @@ float spotEdf( float exponent )
float dist = length(viewDir);
vec3 spotDir = viewDir / dist;
- float spot = max(0.0f, dot(spotDir, normal));
+ float spot = max(0.0, dot(spotDir, normal));
att = pow(spot, exponent);
return att;