From 67b76678d6d340147f094904146497dfd29d18a1 Mon Sep 17 00:00:00 2001 From: Kevin Ottens Date: Thu, 3 Aug 2017 09:51:41 +0200 Subject: Move phongFunction in its own include file Makes it cleaner overall since the light structs were shared with the metalrough includes and the gooch fragment shader but they didn't use the functions in there. Change-Id: I459ff0fc2d751a5be9296dc33dda0efcb06b917c Reviewed-by: Sean Harmer --- examples/qt3d/advancedcustommaterial/shaders/es2/water.frag | 2 +- examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'examples/qt3d') diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag index dfd2650bd..f471504fa 100644 --- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag +++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag @@ -29,7 +29,7 @@ uniform FP float shininess; uniform FP float normalAmount; uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag index 49d57fcaf..6e9722314 100644 --- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag +++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag @@ -32,7 +32,7 @@ uniform vec3 eyePosition; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() -- cgit v1.2.3