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author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-02-02 14:03:09 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-02-02 15:33:35 +0000 |
commit | 43bb067fc3ec8217ba1064169d9ffdc7e21af7d5 (patch) | |
tree | aae78d3fc5845b3e0220c3a2f3e04dd8d3476e16 /src/render/defaults/qdiffusespecularmapmaterial_p.h | |
parent | 75832ffd01c64e30d43e5ff4d13a879750e00cbb (diff) |
Remove default uniform values for lightPosition and intensity
The ES2 variants of the shaders have a default uniform value of 0.
To be compatible with the other versions, start specifying the
values for lightPosition and Intensity from C++, just like we already
do from QML. This way the default values are coming from one single
unified place regardless of the shader version in use, and examples
like simple-cpp will work identically to simple-qml, even on ES2.
Change-Id: If60185d0d3039e4354da8cc6e6b21a0db0bae963
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/defaults/qdiffusespecularmapmaterial_p.h')
-rw-r--r-- | src/render/defaults/qdiffusespecularmapmaterial_p.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/render/defaults/qdiffusespecularmapmaterial_p.h b/src/render/defaults/qdiffusespecularmapmaterial_p.h index bed6b62ae..8dc642443 100644 --- a/src/render/defaults/qdiffusespecularmapmaterial_p.h +++ b/src/render/defaults/qdiffusespecularmapmaterial_p.h @@ -72,6 +72,8 @@ public: QParameter *m_diffuseParameter; QParameter *m_specularParameter; QParameter *m_shininessParameter; + QParameter *m_lightPositionParameter; + QParameter *m_lightIntensityParameter; QParameter *m_textureScaleParameter; QTechnique *m_diffuseSpecularMapGL3Technique; QTechnique *m_diffuseSpecularMapGL2Technique; |