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author | Mika Salmela <mika.salmela@digia.com> | 2013-11-12 11:47:31 +0200 |
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committer | Mika Salmela <mika.salmela@digia.com> | 2013-11-12 12:03:42 +0200 |
commit | 65545d17903fc0ec028b198d459835da79a23f2c (patch) | |
tree | f09591ff265b337c537dee428188099ad4a043d7 /src/datavisualization/engine/shaders/surface.frag | |
parent | 0a88119ebad9acd345dafd3f23d235c598ef0b2d (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.frag | 2 |
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); |