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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-11-12 09:34:04 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-11-13 08:02:30 +0000
commit77738989396b79998d2b494962817376690f78a9 (patch)
treef4c8b5787c4467acd977fed559be9e6f1a321088 /tools
parentc5c685ea06081815fe9f7d9b623dd15ccee8ffcc (diff)
Rename varyings that clash with three.js' glTFLoader
Task-number: QTBUG-49343 Change-Id: Ice78fc0a689251ddd27f1b4cfe9b5ba2a4db0f0f Reviewed-by: Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> Reviewed-by: Tomi Korpipää <tomi.korpipaa@theqtcompany.com>
Diffstat (limited to 'tools')
-rw-r--r--tools/qgltf/qgltf.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/tools/qgltf/qgltf.cpp b/tools/qgltf/qgltf.cpp
index cb30f89e6..6fdd58fdf 100644
--- a/tools/qgltf/qgltf.cpp
+++ b/tools/qgltf/qgltf.cpp
@@ -1326,15 +1326,15 @@ struct Shader {
"$VERSION\n"
"$ATTRIBUTE vec3 vertexPosition;\n"
"$ATTRIBUTE vec3 vertexNormal;\n"
-"$VVARYING vec3 position;\n"
-"$VVARYING vec3 normal;\n"
+"$VVARYING vec3 vPosition;\n"
+"$VVARYING vec3 vNormal;\n"
"uniform mat4 projection;\n"
"uniform mat4 modelView;\n"
"uniform mat3 modelViewNormal;\n"
"void main()\n"
"{\n"
-" normal = normalize( modelViewNormal * vertexNormal );\n"
-" position = vec3( modelView * vec4( vertexPosition, 1.0 ) );\n"
+" vNormal = normalize( modelViewNormal * vertexNormal );\n"
+" vPosition = vec3( modelView * vec4( vertexPosition, 1.0 ) );\n"
" gl_Position = projection * modelView * vec4( vertexPosition, 1.0 );\n"
"}\n"
},
@@ -1347,8 +1347,8 @@ struct Shader {
"uniform $HIGHP vec4 kd;\n"
"uniform $HIGHP vec3 ks;\n"
"uniform $HIGHP float shininess;\n"
-"$FVARYING $HIGHP vec3 position;\n"
-"$FVARYING $HIGHP vec3 normal;\n"
+"$FVARYING $HIGHP vec3 vPosition;\n"
+"$FVARYING $HIGHP vec3 vNormal;\n"
"$DECL_FRAGCOLOR\n"
"$HIGHP vec3 adsModel( const $HIGHP vec3 pos, const $HIGHP vec3 n )\n"
"{\n"
@@ -1363,7 +1363,7 @@ struct Shader {
"}\n"
"void main()\n"
"{\n"
-" $FRAGCOLOR = vec4( adsModel( position, normalize( normal ) ) * kd.a, kd.a );\n"
+" $FRAGCOLOR = vec4( adsModel( vPosition, normalize( vNormal ) ) * kd.a, kd.a );\n"
"}\n"
},
{
@@ -1372,17 +1372,17 @@ struct Shader {
"$ATTRIBUTE vec3 vertexPosition;\n"
"$ATTRIBUTE vec3 vertexNormal;\n"
"$ATTRIBUTE vec2 vertexTexCoord;\n"
-"$VVARYING vec3 position;\n"
-"$VVARYING vec3 normal;\n"
-"$VVARYING vec2 texCoord;\n"
+"$VVARYING vec3 vPosition;\n"
+"$VVARYING vec3 vNormal;\n"
+"$VVARYING vec2 vTexCoord;\n"
"uniform mat4 projection;\n"
"uniform mat4 modelView;\n"
"uniform mat3 modelViewNormal;\n"
"void main()\n"
"{\n"
-" texCoord = vertexTexCoord;\n"
-" normal = normalize( modelViewNormal * vertexNormal );\n"
-" position = vec3( modelView * vec4( vertexPosition, 1.0 ) );\n"
+" vTexCoord = vertexTexCoord;\n"
+" vNormal = normalize( modelViewNormal * vertexNormal );\n"
+" vPosition = vec3( modelView * vec4( vertexPosition, 1.0 ) );\n"
" gl_Position = projection * modelView * vec4( vertexPosition, 1.0 );\n"
"}\n"
},
@@ -1395,9 +1395,9 @@ struct Shader {
"uniform $HIGHP vec3 ks;\n"
"uniform $HIGHP float shininess;\n"
"uniform sampler2D diffuseTexture;\n"
-"$FVARYING $HIGHP vec3 position;\n"
-"$FVARYING $HIGHP vec3 normal;\n"
-"$FVARYING $HIGHP vec2 texCoord;\n"
+"$FVARYING $HIGHP vec3 vPosition;\n"
+"$FVARYING $HIGHP vec3 vNormal;\n"
+"$FVARYING $HIGHP vec2 vTexCoord;\n"
"$DECL_FRAGCOLOR\n"
"$HIGHP vec4 adsModel( const $HIGHP vec3 pos, const $HIGHP vec3 n )\n"
"{\n"
@@ -1408,12 +1408,12 @@ struct Shader {
" $HIGHP float specular = 0.0;\n"
" if ( dot( s, n ) > 0.0 )\n"
" specular = pow( max( dot( r, v ), 0.0 ), shininess );\n"
-" $HIGHP vec4 kd = $TEXTURE2D( diffuseTexture, texCoord );\n"
+" $HIGHP vec4 kd = $TEXTURE2D( diffuseTexture, vTexCoord );\n"
" return vec4( lightIntensity * ( ka + kd.rgb * diffuse + ks * specular ) * kd.a, kd.a );\n"
"}\n"
"void main()\n"
"{\n"
-" $FRAGCOLOR = adsModel( position, normalize( normal ) );\n"
+" $FRAGCOLOR = adsModel( vPosition, normalize( vNormal ) );\n"
"}\n"
},
{
@@ -1425,9 +1425,9 @@ struct Shader {
"uniform $HIGHP float shininess;\n"
"uniform sampler2D diffuseTexture;\n"
"uniform sampler2D specularTexture;\n"
-"$FVARYING $HIGHP vec3 position;\n"
-"$FVARYING $HIGHP vec3 normal;\n"
-"$FVARYING $HIGHP vec2 texCoord;\n"
+"$FVARYING $HIGHP vec3 vPosition;\n"
+"$FVARYING $HIGHP vec3 vNormal;\n"
+"$FVARYING $HIGHP vec2 vTexCoord;\n"
"$DECL_FRAGCOLOR\n"
"$HIGHP vec4 adsModel( const in $HIGHP vec3 pos, const in $HIGHP vec3 n )\n"
"{\n"
@@ -1438,13 +1438,13 @@ struct Shader {
" $HIGHP float specular = 0.0;\n"
" if ( dot( s, n ) > 0.0 )\n"
" specular = ( shininess / ( 8.0 * 3.14 ) ) * pow( max( dot( r, v ), 0.0 ), shininess );\n"
-" $HIGHP vec4 kd = $TEXTURE2D( diffuseTexture, texCoord );\n"
-" $HIGHP vec3 ks = $TEXTURE2D( specularTexture, texCoord );\n"
+" $HIGHP vec4 kd = $TEXTURE2D( diffuseTexture, vTexCoord );\n"
+" $HIGHP vec3 ks = $TEXTURE2D( specularTexture, vTexCoord );\n"
" return vec4( lightIntensity * ( ka + kd.rgb * diffuse + ks * specular ) * kd.a, kd.a );\n"
"}\n"
"void main()\n"
"{\n"
-" $FRAGCOLOR = vec4( adsModel( position, normalize( normal ) ), 1.0 );\n"
+" $FRAGCOLOR = vec4( adsModel( vPosition, normalize( vNormal ) ), 1.0 );\n"
"}\n"
},
{