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authorMika Salmela <mika.salmela@digia.com>2013-11-12 11:47:31 +0200
committerMika Salmela <mika.salmela@digia.com>2013-11-12 12:03:42 +0200
commit65545d17903fc0ec028b198d459835da79a23f2c (patch)
treef09591ff265b337c537dee428188099ad4a043d7 /src/datavisualization/engine/shaders/surface.frag
parent0a88119ebad9acd345dafd3f23d235c598ef0b2d (diff)
Removed rounding additions for surface shaders
Change-Id: I430aca3c3ff6cb1ce4ee7eb8eab1a31c57d1e890 Reviewed-by: Tomi Korpipää <tomi.korpipaa@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/surface.frag')
-rw-r--r--src/datavisualization/engine/shaders/surface.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/datavisualization/engine/shaders/surface.frag b/src/datavisualization/engine/shaders/surface.frag
index ee709cfa..576cc51f 100644
--- a/src/datavisualization/engine/shaders/surface.frag
+++ b/src/datavisualization/engine/shaders/surface.frag
@@ -12,7 +12,7 @@ uniform highp float lightStrength;
uniform highp float ambientStrength;
void main() {
- highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error
+ highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor;
highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0);