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authorEdward Welbourne <edward.welbourne@qt.io>2017-01-12 18:02:45 +0100
committerEdward Welbourne <edward.welbourne@qt.io>2017-06-14 10:53:29 +0000
commit02e960493ef9a2f8dc25a06616fbde8fd869d1af (patch)
tree921324b1538455f0f058653adebb8a9f71bd98e0 /examples/qt3d/wave
parentaecc8d26eca1cee6eee04e24a0b10e374f33a6c8 (diff)
Be (somewhat more) consistent about the value of pi
Use qmath.h's value for M_PI in shaders, rather than a value less precise than even float holds. Task-number: QTBUG-58083 Change-Id: I3cf30a0900216b1d7d6dc54d4c5676592ba503a0 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/wave')
-rw-r--r--examples/qt3d/wave/shaders/ribbon.vert2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/qt3d/wave/shaders/ribbon.vert b/examples/qt3d/wave/shaders/ribbon.vert
index e099d53c8..2ff9d2729 100644
--- a/examples/qt3d/wave/shaders/ribbon.vert
+++ b/examples/qt3d/wave/shaders/ribbon.vert
@@ -111,7 +111,7 @@ float snoise(vec3 v)
float height( const in vec3 pos )
{
// Perturb the y position by a wave function in (x, t)
- const float twoPi = 2.0 * 3.14159;
+ const float twoPi = 2.0 * 3.14159265358979323846;
float k = twoPi / lambda;
float omega = twoPi / period;