diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-04-24 07:37:58 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-04-24 09:22:01 +0300 |
commit | 2b19a3ae8b8c34ea674058c7b82de44397e29df2 (patch) | |
tree | c910d61096b99cf2271b61ac3050644b302cf299 /src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | |
parent | 555acef736a72cdc92113a268826a6bba77fbe40 (diff) |
Color problem fixed
Task-number: QTRD-3001
Changed all colors to QVector4Ds to avoid mixups with vec4 and vec3 colors
in shaders.
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Change-Id: I8b44b4d711befca900dd35b3386881f7c31d7dd5
Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/surfaceShadowNoTex.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag index 3427fbae..1acf8f69 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -13,7 +13,7 @@ uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; -uniform highp vec3 lightColor; +uniform highp vec4 lightColor; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -35,8 +35,8 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), void main() { highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; - highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; - highp vec3 materialSpecularColor = lightColor; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; highp vec3 n = normalize(normal_cmr); highp vec3 l = normalize(lightDirection_cmr); |