summaryrefslogtreecommitdiffstats
path: root/src/render/shaders
diff options
context:
space:
mode:
authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-02-02 14:03:09 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-02-02 15:33:35 +0000
commit43bb067fc3ec8217ba1064169d9ffdc7e21af7d5 (patch)
treeaae78d3fc5845b3e0220c3a2f3e04dd8d3476e16 /src/render/shaders
parent75832ffd01c64e30d43e5ff4d13a879750e00cbb (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.frag4
-rw-r--r--src/render/shaders/diffusespecularmap.frag4
-rw-r--r--src/render/shaders/es2/normaldiffusemap.vert4
-rw-r--r--src/render/shaders/es2/normaldiffusespecularmap.vert4
-rw-r--r--src/render/shaders/gl3/diffusemap.frag4
-rw-r--r--src/render/shaders/gl3/diffusespecularmap.frag4
-rw-r--r--src/render/shaders/gl3/normaldiffusemap.frag4
-rw-r--r--src/render/shaders/gl3/normaldiffusemap.vert4
-rw-r--r--src/render/shaders/gl3/normaldiffusemapalpha.frag4
-rw-r--r--src/render/shaders/gl3/normaldiffusespecularmap.frag4
-rw-r--r--src/render/shaders/gl3/normaldiffusespecularmap.vert4
-rw-r--r--src/render/shaders/gl3/phong.frag4
-rw-r--r--src/render/shaders/normaldiffusemap.frag4
-rw-r--r--src/render/shaders/normaldiffusemap.vert4
-rw-r--r--src/render/shaders/normaldiffusemapalpha.frag4
-rw-r--r--src/render/shaders/normaldiffusespecularmap.frag4
-rw-r--r--src/render/shaders/normaldiffusespecularmap.vert4
-rw-r--r--src/render/shaders/phong.frag4
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