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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
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')
-rw-r--r--src/render/defaults/qdiffusemapmaterial.cpp6
-rw-r--r--src/render/defaults/qdiffusemapmaterial.h2
-rw-r--r--src/render/defaults/qdiffusemapmaterial_p.h2
-rw-r--r--src/render/defaults/qdiffusespecularmapmaterial.cpp6
-rw-r--r--src/render/defaults/qdiffusespecularmapmaterial_p.h2
-rw-r--r--src/render/defaults/qnormaldiffusemapalphamaterial.cpp4
-rw-r--r--src/render/defaults/qnormaldiffusemapmaterial.cpp6
-rw-r--r--src/render/defaults/qnormaldiffusemapmaterial_p.h2
-rw-r--r--src/render/defaults/qnormaldiffusespecularmapmaterial.cpp6
-rw-r--r--src/render/defaults/qnormaldiffusespecularmapmaterial_p.h2
-rw-r--r--src/render/defaults/qphongmaterial.cpp6
-rw-r--r--src/render/defaults/qphongmaterial_p.h2
-rw-r--r--src/render/frontend/framegraph-components/qframegraphselector_p.h2
-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
31 files changed, 82 insertions, 38 deletions
diff --git a/src/render/defaults/qdiffusemapmaterial.cpp b/src/render/defaults/qdiffusemapmaterial.cpp
index 2cf30e981..d32633cc0 100644
--- a/src/render/defaults/qdiffusemapmaterial.cpp
+++ b/src/render/defaults/qdiffusemapmaterial.cpp
@@ -50,6 +50,8 @@
#include <Qt3DRenderer/qrenderpass.h>
#include <Qt3DRenderer/qopenglfilter.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -63,6 +65,8 @@ QDiffuseMapMaterialPrivate::QDiffuseMapMaterialPrivate(QDiffuseMapMaterial *qq)
, m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
, m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.95f, 0.95f, 0.95f, 1.0f)))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(0.0f, 0.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_diffuseMapGL3Technique(new QTechnique())
, m_diffuseMapGL2Technique(new QTechnique())
@@ -118,6 +122,8 @@ void QDiffuseMapMaterialPrivate::init()
m_diffuseMapEffect->addParameter(m_diffuseParameter);
m_diffuseMapEffect->addParameter(m_specularParameter);
m_diffuseMapEffect->addParameter(m_shininessParameter);
+ m_diffuseMapEffect->addParameter(m_lightPositionParameter);
+ m_diffuseMapEffect->addParameter(m_lightIntensityParameter);
m_diffuseMapEffect->addParameter(m_textureScaleParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_diffuseMapEffect);
diff --git a/src/render/defaults/qdiffusemapmaterial.h b/src/render/defaults/qdiffusemapmaterial.h
index 00c1f4f2d..69eb0d33f 100644
--- a/src/render/defaults/qdiffusemapmaterial.h
+++ b/src/render/defaults/qdiffusemapmaterial.h
@@ -39,7 +39,7 @@
**
****************************************************************************/
-#ifndef QT3D_RENDER_QDIFFUSEGMAPMATERIAL_H
+#ifndef QT3D_RENDER_QDIFFUSEMAPMATERIAL_H
#define QT3D_RENDER_QDIFFUSEMAPMATERIAL_H
#include <Qt3DRenderer/qmaterial.h>
diff --git a/src/render/defaults/qdiffusemapmaterial_p.h b/src/render/defaults/qdiffusemapmaterial_p.h
index 9fffcfa4b..538128668 100644
--- a/src/render/defaults/qdiffusemapmaterial_p.h
+++ b/src/render/defaults/qdiffusemapmaterial_p.h
@@ -70,6 +70,8 @@ class QDiffuseMapMaterialPrivate : public QMaterialPrivate
QParameter *m_diffuseParameter;
QParameter *m_specularParameter;
QParameter *m_shininessParameter;
+ QParameter *m_lightPositionParameter;
+ QParameter *m_lightIntensityParameter;
QParameter *m_textureScaleParameter;
QTechnique *m_diffuseMapGL3Technique;
QTechnique *m_diffuseMapGL2Technique;
diff --git a/src/render/defaults/qdiffusespecularmapmaterial.cpp b/src/render/defaults/qdiffusespecularmapmaterial.cpp
index 1784250b4..864d1ed22 100644
--- a/src/render/defaults/qdiffusespecularmapmaterial.cpp
+++ b/src/render/defaults/qdiffusespecularmapmaterial.cpp
@@ -51,6 +51,8 @@
#include <Qt3DRenderer/qrenderpass.h>
#include <Qt3DRenderer/qopenglfilter.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -65,6 +67,8 @@ QDiffuseSpecularMapMaterialPrivate::QDiffuseSpecularMapMaterialPrivate(QDiffuseS
, m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
, m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(1.0f, 1.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_diffuseSpecularMapGL3Technique(new QTechnique())
, m_diffuseSpecularMapGL2Technique(new QTechnique())
@@ -126,6 +130,8 @@ void QDiffuseSpecularMapMaterialPrivate::init()
m_diffuseSpecularMapEffect->addParameter(m_diffuseParameter);
m_diffuseSpecularMapEffect->addParameter(m_specularParameter);
m_diffuseSpecularMapEffect->addParameter(m_shininessParameter);
+ m_diffuseSpecularMapEffect->addParameter(m_lightPositionParameter);
+ m_diffuseSpecularMapEffect->addParameter(m_lightIntensityParameter);
m_diffuseSpecularMapEffect->addParameter(m_textureScaleParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_diffuseSpecularMapEffect);
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;
diff --git a/src/render/defaults/qnormaldiffusemapalphamaterial.cpp b/src/render/defaults/qnormaldiffusemapalphamaterial.cpp
index fe381b6db..426b6fa65 100644
--- a/src/render/defaults/qnormaldiffusemapalphamaterial.cpp
+++ b/src/render/defaults/qnormaldiffusemapalphamaterial.cpp
@@ -53,6 +53,8 @@
#include <Qt3DRenderer/qdepthtest.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -115,6 +117,8 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init()
m_normalDiffuseEffect->addParameter(m_normalParameter);
m_normalDiffuseEffect->addParameter(m_specularParameter);
m_normalDiffuseEffect->addParameter(m_shininessParameter);
+ m_normalDiffuseEffect->addParameter(m_lightPositionParameter);
+ m_normalDiffuseEffect->addParameter(m_lightIntensityParameter);
m_normalDiffuseEffect->addParameter(m_textureScaleParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_normalDiffuseEffect);
diff --git a/src/render/defaults/qnormaldiffusemapmaterial.cpp b/src/render/defaults/qnormaldiffusemapmaterial.cpp
index 5a8458e56..896de08b7 100644
--- a/src/render/defaults/qnormaldiffusemapmaterial.cpp
+++ b/src/render/defaults/qnormaldiffusemapmaterial.cpp
@@ -51,6 +51,8 @@
#include <Qt3DRenderer/qopenglfilter.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -66,6 +68,8 @@ QNormalDiffuseMapMaterialPrivate::QNormalDiffuseMapMaterialPrivate(QNormalDiffus
, m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
, m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.95f, 0.95f, 0.95f, 1.0f)))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(0.0f, 0.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_normalDiffuseGL3Technique(new QTechnique())
, m_normalDiffuseGL2Technique(new QTechnique())
@@ -127,6 +131,8 @@ void QNormalDiffuseMapMaterialPrivate::init()
m_normalDiffuseEffect->addParameter(m_normalParameter);
m_normalDiffuseEffect->addParameter(m_specularParameter);
m_normalDiffuseEffect->addParameter(m_shininessParameter);
+ m_normalDiffuseEffect->addParameter(m_lightPositionParameter);
+ m_normalDiffuseEffect->addParameter(m_lightIntensityParameter);
m_normalDiffuseEffect->addParameter(m_textureScaleParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_normalDiffuseEffect);
diff --git a/src/render/defaults/qnormaldiffusemapmaterial_p.h b/src/render/defaults/qnormaldiffusemapmaterial_p.h
index 0c11d3214..eaa9ff496 100644
--- a/src/render/defaults/qnormaldiffusemapmaterial_p.h
+++ b/src/render/defaults/qnormaldiffusemapmaterial_p.h
@@ -73,6 +73,8 @@ public:
QParameter *m_normalParameter;
QParameter *m_specularParameter;
QParameter *m_shininessParameter;
+ QParameter *m_lightPositionParameter;
+ QParameter *m_lightIntensityParameter;
QParameter *m_textureScaleParameter;
QTechnique *m_normalDiffuseGL3Technique;
QTechnique *m_normalDiffuseGL2Technique;
diff --git a/src/render/defaults/qnormaldiffusespecularmapmaterial.cpp b/src/render/defaults/qnormaldiffusespecularmapmaterial.cpp
index d15d1efae..0b21a4bb7 100644
--- a/src/render/defaults/qnormaldiffusespecularmapmaterial.cpp
+++ b/src/render/defaults/qnormaldiffusespecularmapmaterial.cpp
@@ -50,6 +50,8 @@
#include <Qt3DRenderer/qrenderpass.h>
#include <Qt3DRenderer/qopenglfilter.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -66,6 +68,8 @@ QNormalDiffuseSpecularMapMaterialPrivate::QNormalDiffuseSpecularMapMaterialPriva
, m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
, m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(0.0f, 0.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_normalDiffuseSpecularGL3Technique(new QTechnique())
, m_normalDiffuseSpecularGL2Technique(new QTechnique())
@@ -133,6 +137,8 @@ void QNormalDiffuseSpecularMapMaterialPrivate::init()
m_normalDiffuseSpecularEffect->addParameter(m_normalParameter);
m_normalDiffuseSpecularEffect->addParameter(m_specularParameter);
m_normalDiffuseSpecularEffect->addParameter(m_shininessParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_lightPositionParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_lightIntensityParameter);
m_normalDiffuseSpecularEffect->addParameter(m_textureScaleParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_normalDiffuseSpecularEffect);
diff --git a/src/render/defaults/qnormaldiffusespecularmapmaterial_p.h b/src/render/defaults/qnormaldiffusespecularmapmaterial_p.h
index 5ea89140c..0aa2ec2d9 100644
--- a/src/render/defaults/qnormaldiffusespecularmapmaterial_p.h
+++ b/src/render/defaults/qnormaldiffusespecularmapmaterial_p.h
@@ -74,6 +74,8 @@ public:
QParameter *m_normalParameter;
QParameter *m_specularParameter;
QParameter *m_shininessParameter;
+ QParameter *m_lightPositionParameter;
+ QParameter *m_lightIntensityParameter;
QParameter *m_textureScaleParameter;
QTechnique *m_normalDiffuseSpecularGL3Technique;
QTechnique *m_normalDiffuseSpecularGL2Technique;
diff --git a/src/render/defaults/qphongmaterial.cpp b/src/render/defaults/qphongmaterial.cpp
index 8b0d8f7a6..03b9dcb3a 100644
--- a/src/render/defaults/qphongmaterial.cpp
+++ b/src/render/defaults/qphongmaterial.cpp
@@ -49,6 +49,8 @@
#include <Qt3DRenderer/qrenderpass.h>
#include <Qt3DRenderer/qopenglfilter.h>
#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
QT_BEGIN_NAMESPACE
@@ -61,6 +63,8 @@ QPhongMaterialPrivate::QPhongMaterialPrivate(QPhongMaterial *qq)
, m_diffuseParameter(new QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.7f, 0.7f, 0.7f, 1.0f)))
, m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.95f, 0.95f, 0.95f, 1.0f)))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(1.0f, 1.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
, m_phongGL3Technique(new QTechnique())
, m_phongGL2Technique(new QTechnique())
, m_phongES2Technique(new QTechnique())
@@ -244,6 +248,8 @@ void QPhongMaterialPrivate::init()
m_phongEffect->addParameter(m_diffuseParameter);
m_phongEffect->addParameter(m_specularParameter);
m_phongEffect->addParameter(m_shininessParameter);
+ m_phongEffect->addParameter(m_lightPositionParameter);
+ m_phongEffect->addParameter(m_lightIntensityParameter);
static_cast<QMaterial *>(q_ptr)->setEffect(m_phongEffect);
}
diff --git a/src/render/defaults/qphongmaterial_p.h b/src/render/defaults/qphongmaterial_p.h
index ab1a83a3b..ed3adcdb2 100644
--- a/src/render/defaults/qphongmaterial_p.h
+++ b/src/render/defaults/qphongmaterial_p.h
@@ -69,6 +69,8 @@ public:
QParameter *m_diffuseParameter;
QParameter *m_specularParameter;
QParameter *m_shininessParameter;
+ QParameter *m_lightPositionParameter;
+ QParameter *m_lightIntensityParameter;
QTechnique *m_phongGL3Technique;
QTechnique *m_phongGL2Technique;
QTechnique *m_phongES2Technique;
diff --git a/src/render/frontend/framegraph-components/qframegraphselector_p.h b/src/render/frontend/framegraph-components/qframegraphselector_p.h
index 64ac36f9e..401980a59 100644
--- a/src/render/frontend/framegraph-components/qframegraphselector_p.h
+++ b/src/render/frontend/framegraph-components/qframegraphselector_p.h
@@ -40,7 +40,7 @@
****************************************************************************/
#ifndef QT3D_QFRAMEGRAPHSELECTOR_P_H
-#define QT3D_QFRANEGRAPHSELECTOR_P_H
+#define QT3D_QFRAMEGRAPHSELECTOR_P_H
#include <Qt3DRenderer/private/qframegraphnode_p.h>
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