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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 07:37:58 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-24 09:22:01 +0300
commit2b19a3ae8b8c34ea674058c7b82de44397e29df2 (patch)
treec910d61096b99cf2271b61ac3050644b302cf299 /src/datavisualization/engine/shaders/surfaceShadowNoTex.frag
parent555acef736a72cdc92113a268826a6bba77fbe40 (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.frag6
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);