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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-12-15 13:06:03 +0100
committerSean Harmer <sean.harmer@kdab.com>2015-12-15 19:26:36 +0000
commit5bec8bdf5da404ba195730c70bb16b0c408b0a66 (patch)
tree2a8a533ec12eebe84eb4686535ef2b22a1aaf290 /src/render
parentdc6e9d02ac1a9030308f2cdf11f96d4d3612fd6d (diff)
Add missing precision qualifiers
Change-Id: I362d40cc7861551b49d97120751b107d3d7f674e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render')
-rw-r--r--src/render/shaders/es2/normaldiffusemap.frag2
-rw-r--r--src/render/shaders/es2/normaldiffusemapalpha.frag2
-rw-r--r--src/render/shaders/es2/normaldiffusespecularmap.frag2
3 files changed, 3 insertions, 3 deletions
diff --git a/src/render/shaders/es2/normaldiffusemap.frag b/src/render/shaders/es2/normaldiffusemap.frag
index 1cf3e6838..c69aa8b81 100644
--- a/src/render/shaders/es2/normaldiffusemap.frag
+++ b/src/render/shaders/es2/normaldiffusemap.frag
@@ -12,7 +12,7 @@ uniform FP vec3 ka; // Ambient reflectivity
uniform FP vec3 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
-uniform vec3 eyePosition;
+uniform FP vec3 eyePosition;
#pragma include light.inc.frag
diff --git a/src/render/shaders/es2/normaldiffusemapalpha.frag b/src/render/shaders/es2/normaldiffusemapalpha.frag
index debe45d78..98acbf01d 100644
--- a/src/render/shaders/es2/normaldiffusemapalpha.frag
+++ b/src/render/shaders/es2/normaldiffusemapalpha.frag
@@ -12,7 +12,7 @@ uniform FP vec3 ka; // Ambient reflectivity
uniform FP vec3 ks; // Specular reflectivity
uniform FP float shininess; // Specular shininess factor
-uniform vec3 eyePosition;
+uniform FP vec3 eyePosition;
#pragma include light.inc.frag
diff --git a/src/render/shaders/es2/normaldiffusespecularmap.frag b/src/render/shaders/es2/normaldiffusespecularmap.frag
index 8219ce4db..b30c1bd5f 100644
--- a/src/render/shaders/es2/normaldiffusespecularmap.frag
+++ b/src/render/shaders/es2/normaldiffusespecularmap.frag
@@ -12,7 +12,7 @@ uniform sampler2D normalTexture;
uniform FP vec3 ka; // Ambient reflectivity
uniform FP float shininess; // Specular shininess factor
-uniform vec3 eyePosition;
+uniform FP vec3 eyePosition;
#pragma include light.inc.frag