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author | Mika Salmela <mika.salmela@digia.com> | 2013-12-18 11:50:03 +0200 |
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committer | Mika Salmela <mika.salmela@digia.com> | 2013-12-18 11:51:20 +0200 |
commit | 07aba602fc82ac31684988f8e8e22521d2b3c982 (patch) | |
tree | 7ae1da139e8661bf157f996fe71844031d2995f4 /src/datavisualization/engine/shaders/surface_ES2.frag | |
parent | cf0cf6ca67aec8ae480bb705443ea17f5ab9f9e2 (diff) | |
parent | ea0442bc81ae034d22c5742b6075dee993fdd54d (diff) |
Merge branch 'develop' into mergebranch
Conflicts:
examples/qmlbars/qml/qmlbars/main.qml
examples/qmlscatter/qml/qmlscatter/main.qml
examples/qmlsurface/qml/qmlsurface/main.qml
src/datavisualization/data/qitemmodelbardatamapping.cpp
src/datavisualization/data/qitemmodelscatterdatamapping.cpp
src/datavisualization/data/qitemmodelsurfacedatamapping.cpp
src/datavisualization/engine/drawer.cpp
Change-Id: I731ebdb2cc5cee8f2cb32becee96d1fc1b3e5de1
Diffstat (limited to 'src/datavisualization/engine/shaders/surface_ES2.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/surface_ES2.frag | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag index 7f40ba4d..c7e75594 100644 --- a/src/datavisualization/engine/shaders/surface_ES2.frag +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -1,5 +1,5 @@ varying highp vec2 UV; -varying highp vec3 coords_mdl; +varying highp vec2 coords_mdl; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -11,7 +11,7 @@ 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); |