diff options
author | Kevin Ottens <kevin.ottens@kdab.com> | 2017-08-03 09:51:41 +0200 |
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committer | Kevin Ottens <kevin.ottens@kdab.com> | 2017-09-27 18:10:55 +0000 |
commit | 67b76678d6d340147f094904146497dfd29d18a1 (patch) | |
tree | 3b3ad53d6491e32b5d26b25cf6c058f6b23f7ac8 /src/extras/shaders/es2/normaldiffusespecularmap.frag | |
parent | 62bee1381d979e8f98970eb4d7f47f6928d13494 (diff) |
Move phongFunction in its own include file
Makes it cleaner overall since the light structs were shared with the
metalrough includes and the gooch fragment shader but they didn't use
the functions in there.
Change-Id: I459ff0fc2d751a5be9296dc33dda0efcb06b917c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/es2/normaldiffusespecularmap.frag')
-rw-r--r-- | src/extras/shaders/es2/normaldiffusespecularmap.frag | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/extras/shaders/es2/normaldiffusespecularmap.frag b/src/extras/shaders/es2/normaldiffusespecularmap.frag index 69322dd3a..0541c8902 100644 --- a/src/extras/shaders/es2/normaldiffusespecularmap.frag +++ b/src/extras/shaders/es2/normaldiffusespecularmap.frag @@ -15,7 +15,7 @@ uniform FP float shininess; // Specular shininess factor uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() |