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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-02-13 15:37:22 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-02-13 18:44:14 +0000
commit3abbf9227ada8f68821a5ad473bba4f52e625fb5 (patch)
tree95c87c69e606155a4feb91c2b19f2e3a7c410a3e /examples
parent8b90be308d31f1efada42a08d676569683637837 (diff)
Avoid instance names in uniform blocks
Version 140 (OpenGL 3.1) does not support the namespacing features yet. Instance names are introduced only in 150 (OpenGL 3.2). Change-Id: I3917093113beff6049c25c3282c13062d220700b Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r--examples/deferred-renderer-cpp/final_gl3.frag6
-rw-r--r--examples/deferred-renderer-qml/FinalEffect.qml12
2 files changed, 9 insertions, 9 deletions
diff --git a/examples/deferred-renderer-cpp/final_gl3.frag b/examples/deferred-renderer-cpp/final_gl3.frag
index fe4854f2d..8aeb1cbcf 100644
--- a/examples/deferred-renderer-cpp/final_gl3.frag
+++ b/examples/deferred-renderer-cpp/final_gl3.frag
@@ -18,7 +18,7 @@ struct PointLight
const int lightCount = 3;
uniform PointLightBlock {
PointLight lights[lightCount];
-} pointLights;
+};
void main()
{
@@ -29,8 +29,8 @@ void main()
vec4 lightColor;
for (int i = 0; i < 3; i++) {
- vec3 s = normalize(pointLights.lights[i].position - pos);
- lightColor += pointLights.lights[i].color * (pointLights.lights[i].intensity * max(dot(s, norm), 0.0));
+ vec3 s = normalize(lights[i].position - pos);
+ lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
fragColor = col * lightColor;
diff --git a/examples/deferred-renderer-qml/FinalEffect.qml b/examples/deferred-renderer-qml/FinalEffect.qml
index f4a4e984d..632487688 100644
--- a/examples/deferred-renderer-qml/FinalEffect.qml
+++ b/examples/deferred-renderer-qml/FinalEffect.qml
@@ -86,7 +86,7 @@ Effect {
const int lightCount = 5;
uniform PointLightBlock {
PointLight lights[lightCount];
- } pointLights;
+ };
void main()
{
@@ -97,8 +97,8 @@ Effect {
vec4 lightColor;
for (int i = 0; i < lightCount; i++) {
- vec3 s = normalize(pointLights.lights[i].position - pos);
- lightColor += pointLights.lights[i].color * (pointLights.lights[i].intensity * max(dot(s, norm), 0.0));
+ vec3 s = normalize(lights[i].position - pos);
+ lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
fragColor = col * lightColor;
@@ -153,7 +153,7 @@ Effect {
uniform struct
{
PointLight lights[lightCount];
- } pointLights;
+ };
void main()
{
@@ -164,8 +164,8 @@ Effect {
vec4 lightColor;
for (int i = 0; i < lightCount; i++) {
- vec3 s = normalize(pointLights.lights[i].position - pos);
- lightColor += pointLights.lights[i].color * (pointLights.lights[i].intensity * max(dot(s, norm), 0.0));
+ vec3 s = lights[i].position - pos);
+ lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
gl_FragColor = col * lightColor;