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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/phong.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/phong.frag')
-rw-r--r-- | src/extras/shaders/es2/phong.frag | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/extras/shaders/es2/phong.frag b/src/extras/shaders/es2/phong.frag index a2d29c6cc..6b8ab7111 100644 --- a/src/extras/shaders/es2/phong.frag +++ b/src/extras/shaders/es2/phong.frag @@ -10,7 +10,7 @@ uniform FP vec3 eyePosition; varying FP vec3 worldPosition; varying FP vec3 worldNormal; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { |