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authorKevin Ottens <kevin.ottens@kdab.com>2017-08-03 09:51:41 +0200
committerKevin Ottens <kevin.ottens@kdab.com>2017-09-27 18:10:55 +0000
commit67b76678d6d340147f094904146497dfd29d18a1 (patch)
tree3b3ad53d6491e32b5d26b25cf6c058f6b23f7ac8 /src/extras/shaders/es2/phong.frag
parent62bee1381d979e8f98970eb4d7f47f6928d13494 (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.frag2
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()
{