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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-12-02 14:56:05 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-12-04 11:28:51 +0000
commit9ca806af52108baa80dafa2d9c3161f1baae3af0 (patch)
tree713afc57e4bb547ae318b925231c54da2d3fb4ad /src/render/defaults/qdiffusespecularmapmaterial.cpp
parent25d72d8dbaa8a615a0d9893e755b404dc20c04a7 (diff)
Migrate NormalDiffuseSpecularMapMaterial to be light-aware
Remove duplicated vertex shaders in the process. [normal]diffusespecularmap.vert is the same as [normal]diffusemap.vert hence there is no need for the former. Change-Id: If448005c593c765551ca239af6789df2f6e53af6 Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com> Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/render/defaults/qdiffusespecularmapmaterial.cpp')
-rw-r--r--src/render/defaults/qdiffusespecularmapmaterial.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/render/defaults/qdiffusespecularmapmaterial.cpp b/src/render/defaults/qdiffusespecularmapmaterial.cpp
index 44c507859..392824135 100644
--- a/src/render/defaults/qdiffusespecularmapmaterial.cpp
+++ b/src/render/defaults/qdiffusespecularmapmaterial.cpp
@@ -91,9 +91,9 @@ QDiffuseSpecularMapMaterialPrivate::QDiffuseSpecularMapMaterialPrivate()
void QDiffuseSpecularMapMaterialPrivate::init()
{
- m_diffuseSpecularMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusespecularmap.vert"))));
+ m_diffuseSpecularMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusemap.vert"))));
m_diffuseSpecularMapGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusespecularmap.frag"))));
- m_diffuseSpecularMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusespecularmap.vert"))));
+ m_diffuseSpecularMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusemap.vert"))));
m_diffuseSpecularMapGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusespecularmap.frag"))));
m_diffuseSpecularMapGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);