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authorKevin Ottens <kevin.ottens@kdab.com>2017-08-02 17:51:18 +0200
committerKevin Ottens <kevin.ottens@kdab.com>2017-09-27 18:10:33 +0000
commit16b0e6dc9b6043b8d98a661a3010879add15409d (patch)
tree016e2e28e2aea06e2f6093c3b26123b43e265ca1 /src/extras/defaults/qphongmaterial.cpp
parent879e4d5fd5126a23b507e08935253378b1a0dc60 (diff)
Move most vertex shaders into a unified one
We currently do a bit more work than strictly needed in some cases, but that will change later on when this shader is converted into a graph. Changing now will make this future refactoring easier. Change-Id: I887601c18575bef79e25a23ed054aa336b1e860a Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/defaults/qphongmaterial.cpp')
-rw-r--r--src/extras/defaults/qphongmaterial.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/src/extras/defaults/qphongmaterial.cpp b/src/extras/defaults/qphongmaterial.cpp
index 449eb7351..25dbf3c85 100644
--- a/src/extras/defaults/qphongmaterial.cpp
+++ b/src/extras/defaults/qphongmaterial.cpp
@@ -89,10 +89,9 @@ void QPhongMaterialPrivate::init()
connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
this, &QPhongMaterialPrivate::handleShininessChanged);
-
- m_phongGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/phong.vert"))));
+ m_phongGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
m_phongGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/phong.frag"))));
- m_phongGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/phong.vert"))));
+ m_phongGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
m_phongGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/phong.frag"))));
m_phongGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);