diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-02-02 14:03:09 +0100 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-02-02 15:33:35 +0000 |
commit | 43bb067fc3ec8217ba1064169d9ffdc7e21af7d5 (patch) | |
tree | aae78d3fc5845b3e0220c3a2f3e04dd8d3476e16 /src/render/shaders | |
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/shaders')
-rw-r--r-- | src/render/shaders/diffusemap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/diffusespecularmap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/es2/normaldiffusemap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/es2/normaldiffusespecularmap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/diffusemap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/diffusespecularmap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/normaldiffusemap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/normaldiffusemap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/normaldiffusemapalpha.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/normaldiffusespecularmap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/normaldiffusespecularmap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/gl3/phong.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/normaldiffusemap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/normaldiffusemap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/normaldiffusemapalpha.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/normaldiffusespecularmap.frag | 4 | ||||
-rw-r--r-- | src/render/shaders/normaldiffusespecularmap.vert | 4 | ||||
-rw-r--r-- | src/render/shaders/phong.frag | 4 |
18 files changed, 36 insertions, 36 deletions
diff --git a/src/render/shaders/diffusemap.frag b/src/render/shaders/diffusemap.frag index acff3d884..50dce6eb6 100644 --- a/src/render/shaders/diffusemap.frag +++ b/src/render/shaders/diffusemap.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/diffusespecularmap.frag b/src/render/shaders/diffusespecularmap.frag index c52977ed1..b8c7535ac 100644 --- a/src/render/shaders/diffusespecularmap.frag +++ b/src/render/shaders/diffusespecularmap.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/es2/normaldiffusemap.vert b/src/render/shaders/es2/normaldiffusemap.vert index 61bfbd0b2..1c3c979b6 100644 --- a/src/render/shaders/es2/normaldiffusemap.vert +++ b/src/render/shaders/es2/normaldiffusemap.vert @@ -15,8 +15,8 @@ uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/es2/normaldiffusespecularmap.vert b/src/render/shaders/es2/normaldiffusespecularmap.vert index 61bfbd0b2..1c3c979b6 100644 --- a/src/render/shaders/es2/normaldiffusespecularmap.vert +++ b/src/render/shaders/es2/normaldiffusespecularmap.vert @@ -15,8 +15,8 @@ uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/gl3/diffusemap.frag b/src/render/shaders/gl3/diffusemap.frag index acff3d884..50dce6eb6 100644 --- a/src/render/shaders/gl3/diffusemap.frag +++ b/src/render/shaders/gl3/diffusemap.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/gl3/diffusespecularmap.frag b/src/render/shaders/gl3/diffusespecularmap.frag index c52977ed1..b8c7535ac 100644 --- a/src/render/shaders/gl3/diffusespecularmap.frag +++ b/src/render/shaders/gl3/diffusespecularmap.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/gl3/normaldiffusemap.frag b/src/render/shaders/gl3/normaldiffusemap.frag index e8cf91014..4dd48f34c 100644 --- a/src/render/shaders/gl3/normaldiffusemap.frag +++ b/src/render/shaders/gl3/normaldiffusemap.frag @@ -8,8 +8,8 @@ uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/gl3/normaldiffusemap.vert b/src/render/shaders/gl3/normaldiffusemap.vert index 009187134..65fd7231f 100644 --- a/src/render/shaders/gl3/normaldiffusemap.vert +++ b/src/render/shaders/gl3/normaldiffusemap.vert @@ -17,8 +17,8 @@ uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/gl3/normaldiffusemapalpha.frag b/src/render/shaders/gl3/normaldiffusemapalpha.frag index f56a890d0..375f1ed5c 100644 --- a/src/render/shaders/gl3/normaldiffusemapalpha.frag +++ b/src/render/shaders/gl3/normaldiffusemapalpha.frag @@ -8,8 +8,8 @@ uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/gl3/normaldiffusespecularmap.frag b/src/render/shaders/gl3/normaldiffusespecularmap.frag index aa09bb661..2d9d9e4f1 100644 --- a/src/render/shaders/gl3/normaldiffusespecularmap.frag +++ b/src/render/shaders/gl3/normaldiffusespecularmap.frag @@ -9,8 +9,8 @@ uniform sampler2D specularTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/gl3/normaldiffusespecularmap.vert b/src/render/shaders/gl3/normaldiffusespecularmap.vert index 6f02e3882..b0f84ec90 100644 --- a/src/render/shaders/gl3/normaldiffusespecularmap.vert +++ b/src/render/shaders/gl3/normaldiffusespecularmap.vert @@ -17,8 +17,8 @@ uniform mat4 mvp; uniform float texCoordScale = 1.0; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/gl3/phong.frag b/src/render/shaders/gl3/phong.frag index f281316b6..86990dc0d 100644 --- a/src/render/shaders/gl3/phong.frag +++ b/src/render/shaders/gl3/phong.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/normaldiffusemap.frag b/src/render/shaders/normaldiffusemap.frag index e8cf91014..4dd48f34c 100644 --- a/src/render/shaders/normaldiffusemap.frag +++ b/src/render/shaders/normaldiffusemap.frag @@ -8,8 +8,8 @@ uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/normaldiffusemap.vert b/src/render/shaders/normaldiffusemap.vert index 009187134..65fd7231f 100644 --- a/src/render/shaders/normaldiffusemap.vert +++ b/src/render/shaders/normaldiffusemap.vert @@ -17,8 +17,8 @@ uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/normaldiffusemapalpha.frag b/src/render/shaders/normaldiffusemapalpha.frag index f56a890d0..375f1ed5c 100644 --- a/src/render/shaders/normaldiffusemapalpha.frag +++ b/src/render/shaders/normaldiffusemapalpha.frag @@ -8,8 +8,8 @@ uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/normaldiffusespecularmap.frag b/src/render/shaders/normaldiffusespecularmap.frag index aa09bb661..2d9d9e4f1 100644 --- a/src/render/shaders/normaldiffusespecularmap.frag +++ b/src/render/shaders/normaldiffusespecularmap.frag @@ -9,8 +9,8 @@ uniform sampler2D specularTexture; uniform sampler2D normalTexture; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity diff --git a/src/render/shaders/normaldiffusespecularmap.vert b/src/render/shaders/normaldiffusespecularmap.vert index 009187134..65fd7231f 100644 --- a/src/render/shaders/normaldiffusespecularmap.vert +++ b/src/render/shaders/normaldiffusespecularmap.vert @@ -17,8 +17,8 @@ uniform mat4 mvp; uniform float texCoordScale; // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(0.0, 0.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 1.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; void main() { diff --git a/src/render/shaders/phong.frag b/src/render/shaders/phong.frag index 741f4da9f..86990dc0d 100644 --- a/src/render/shaders/phong.frag +++ b/src/render/shaders/phong.frag @@ -1,8 +1,8 @@ #version 150 core // TODO: Replace with a uniform block -uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0); -uniform vec3 lightIntensity = vec3(1.0, 0.0, 1.0); +uniform vec4 lightPosition; +uniform vec3 lightIntensity; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity |