diff options
author | Andy Nichols <andy.nichols@qt.io> | 2018-04-13 17:36:02 +0200 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2018-04-19 13:51:33 +0000 |
commit | f350435221b1e638997cf86a5aa076cf0a744aa1 (patch) | |
tree | dce7eeef1c75d0aa8040b013d1bcedc3085dfcd4 /res | |
parent | e8828cb864799150aa4b536268e42638c81d96a4 (diff) |
Use uniform name qLights instead of lights to avoid overlap with Qt3D
The builtin lights for Qt3D use the uniform lights[], which is the same
name as what we use by default. We can avoid Qt3D trying to overwrite
our parameter values by using a slightly differnt name.
Change-Id: Ie5c1a36ec3c13ad63ed515b8f78a4edd3528d97e
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'res')
-rw-r--r-- | res/effectlib/customMaterialFragBody.glsllib | 2 | ||||
-rw-r--r-- | res/effectlib/customMaterialFragBodyAO.glsllib | 2 | ||||
-rw-r--r-- | res/effectlib/funcsampleLightVars.glsllib | 2 | ||||
-rw-r--r-- | res/effectlib/gles2/funcsampleLightVars.glsllib | 2 |
4 files changed, 4 insertions, 4 deletions
diff --git a/res/effectlib/customMaterialFragBody.glsllib b/res/effectlib/customMaterialFragBody.glsllib index d237bc0..7a1b09a 100644 --- a/res/effectlib/customMaterialFragBody.glsllib +++ b/res/effectlib/customMaterialFragBody.glsllib @@ -56,7 +56,7 @@ vec3 lightAmbient, lightDiffuse, lightSpecular, L; for ( int i=0 ; i<uNumLights ; i++ ) { - sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); + sampleLight( qLights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR ); if (gl_FrontFacing) computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 ); diff --git a/res/effectlib/customMaterialFragBodyAO.glsllib b/res/effectlib/customMaterialFragBodyAO.glsllib index 1930219..4f98e09 100644 --- a/res/effectlib/customMaterialFragBodyAO.glsllib +++ b/res/effectlib/customMaterialFragBodyAO.glsllib @@ -59,7 +59,7 @@ vec3 lightAmbient, lightDiffuse, lightSpecular, L; for ( int i=0 ; i<uNumLights ; i++ ) { - sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); + sampleLight( qLights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); lightAmbient *= aoFactor; lightDiffuse *= aoFactor; diff --git a/res/effectlib/funcsampleLightVars.glsllib b/res/effectlib/funcsampleLightVars.glsllib index 85ca144..8c7410a 100644 --- a/res/effectlib/funcsampleLightVars.glsllib +++ b/res/effectlib/funcsampleLightVars.glsllib @@ -25,5 +25,5 @@ struct LightSource layout (std140) uniform cbBufferLights { int uNumLights; - LightSource lights[MAX_NUM_LIGHTS]; + LightSource qLights[MAX_NUM_LIGHTS]; }; diff --git a/res/effectlib/gles2/funcsampleLightVars.glsllib b/res/effectlib/gles2/funcsampleLightVars.glsllib index 62a65f3..cdce154 100644 --- a/res/effectlib/gles2/funcsampleLightVars.glsllib +++ b/res/effectlib/gles2/funcsampleLightVars.glsllib @@ -24,4 +24,4 @@ struct LightSource }; uniform int uNumLights; -uniform LightSource lights[MAX_NUM_LIGHTS]; +uniform LightSource qLights[MAX_NUM_LIGHTS]; |