From b4a7f13326d86db82fe96b7b13cb7f1cdb3bdf33 Mon Sep 17 00:00:00 2001 From: Jere Tuliniemi Date: Wed, 23 May 2018 15:18:06 +0300 Subject: Remove the use of f for floats in shaders Task-number: QT3DS-1765 Change-Id: If398f95fba9ed409761602937c49fc2d93fe46f6 Reviewed-by: Laszlo Agocs --- res/effectlib/customMaterialFragBody.glsllib | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'res/effectlib/customMaterialFragBody.glsllib') diff --git a/res/effectlib/customMaterialFragBody.glsllib b/res/effectlib/customMaterialFragBody.glsllib index 7a1b09a..c20c3e0 100644 --- a/res/effectlib/customMaterialFragBody.glsllib +++ b/res/effectlib/customMaterialFragBody.glsllib @@ -32,7 +32,7 @@ #define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB bool twoSided = false; - vec3 materialEmissive = vec3( 0.0f, 0.0f, 0.0f ); + vec3 materialEmissive = vec3( 0.0, 0.0, 0.0 ); float materialIOR = computeIOR(); @@ -42,7 +42,7 @@ } else { - materialIOR = 1.0f / materialIOR; + materialIOR = 1.0 / materialIOR; twoSided = evalTwoSided(); if ( twoSided ) { @@ -51,7 +51,7 @@ } } - vec4 rgba = vec4( materialEmissive, 0.0f ); + vec4 rgba = vec4( materialEmissive, 0.0 ); vec3 lightAmbient, lightDiffuse, lightSpecular, L; for ( int i=0 ; i