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/specularBSDF.glsllib | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'res/effectlib/specularBSDF.glsllib') diff --git a/res/effectlib/specularBSDF.glsllib b/res/effectlib/specularBSDF.glsllib index 9e31544..78e541a 100644 --- a/res/effectlib/specularBSDF.glsllib +++ b/res/effectlib/specularBSDF.glsllib @@ -34,14 +34,14 @@ vec4 specularBSDFEnvironment( in vec3 N, in vec3 viewDir, in vec3 tint, int mode ) { - vec3 rgb = vec3( 0.0f, 0.0f, 0.0f ); + vec3 rgb = vec3( 0.0, 0.0, 0.0 ); if ( uEnvironmentMappingEnabled ) { vec3 R = reflect( -viewDir, N ); - rgb = evalEnvironmentMap( R, 0.0f ); + rgb = evalEnvironmentMap( R, 0.0 ); rgb = specularBSDF( N, R, viewDir, rgb, 1.0, 256.0, tint, scatter_reflect ).rgb; } - return( vec4( rgb, 1.0f ) ); + return( vec4( rgb, 1.0 ) ); } #endif -- cgit v1.2.3