diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-12-15 13:06:03 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2015-12-15 19:26:36 +0000 |
commit | 5bec8bdf5da404ba195730c70bb16b0c408b0a66 (patch) | |
tree | 2a8a533ec12eebe84eb4686535ef2b22a1aaf290 /src/render | |
parent | dc6e9d02ac1a9030308f2cdf11f96d4d3612fd6d (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.frag | 2 | ||||
-rw-r--r-- | src/render/shaders/es2/normaldiffusemapalpha.frag | 2 | ||||
-rw-r--r-- | src/render/shaders/es2/normaldiffusespecularmap.frag | 2 |
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 |