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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-29 07:21:48 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-29 08:11:31 +0300
commitbaa7cc6531fc4d7764128289d49a8746a27239fa (patch)
tree7e5a692fc5d172829a1b180328db8385678e2fff /src/datavisualization
parenta7ba1a313eb620e275608c0627efbc1e2c2b40c0 (diff)
Android GLSL linker fix
Task-number: QTRD-3059 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization')
-rw-r--r--src/datavisualization/engine/shaders/colorOnY_ES2.frag4
-rw-r--r--src/datavisualization/engine/shaders/default.vert2
-rw-r--r--src/datavisualization/engine/shaders/default_ES2.frag4
-rw-r--r--src/datavisualization/engine/shaders/surface_ES2.frag4
-rw-r--r--src/datavisualization/engine/shaders/texture.vert2
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag4
6 files changed, 12 insertions, 8 deletions
diff --git a/src/datavisualization/engine/shaders/colorOnY_ES2.frag b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
index f2cf14b8..4352de05 100644
--- a/src/datavisualization/engine/shaders/colorOnY_ES2.frag
+++ b/src/datavisualization/engine/shaders/colorOnY_ES2.frag
@@ -1,4 +1,3 @@
-uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform sampler2D textureSampler;
@@ -6,6 +5,7 @@ uniform highp float gradMin;
uniform highp float gradHeight;
uniform highp vec4 lightColor;
+varying highp vec3 lightPosition_wrld_frag;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -18,7 +18,7 @@ void main() {
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;
- highp float distance = length(lightPosition_wrld - position_wrld);
+ highp float distance = length(lightPosition_wrld_frag - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);
highp float cosTheta = dot(n, l);
diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert
index e0718b20..b454913b 100644
--- a/src/datavisualization/engine/shaders/default.vert
+++ b/src/datavisualization/engine/shaders/default.vert
@@ -8,6 +8,7 @@ uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld;
+varying highp vec3 lightPosition_wrld_frag;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -23,4 +24,5 @@ void main() {
vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ lightPosition_wrld_frag = lightPosition_wrld;
}
diff --git a/src/datavisualization/engine/shaders/default_ES2.frag b/src/datavisualization/engine/shaders/default_ES2.frag
index 6c6d04ab..73d66d5b 100644
--- a/src/datavisualization/engine/shaders/default_ES2.frag
+++ b/src/datavisualization/engine/shaders/default_ES2.frag
@@ -4,8 +4,8 @@ varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
+varying highp vec3 lightPosition_wrld_frag;
-uniform highp vec3 lightPosition_wrld;
uniform highp vec4 color_mdl;
uniform highp float lightStrength;
uniform highp float ambientStrength;
@@ -16,7 +16,7 @@ void main() {
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;
- highp float distance = length(lightPosition_wrld - position_wrld);
+ highp float distance = length(lightPosition_wrld_frag - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);
diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag
index 1f3aedb6..58d13834 100644
--- a/src/datavisualization/engine/shaders/surface_ES2.frag
+++ b/src/datavisualization/engine/shaders/surface_ES2.frag
@@ -4,9 +4,9 @@ varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
+varying highp vec3 lightPosition_wrld_frag;
uniform sampler2D textureSampler;
-uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
uniform highp vec4 lightColor;
@@ -17,7 +17,7 @@ void main() {
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;
- highp float distance = length(lightPosition_wrld - position_wrld);
+ highp float distance = length(lightPosition_wrld_frag - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);
diff --git a/src/datavisualization/engine/shaders/texture.vert b/src/datavisualization/engine/shaders/texture.vert
index 7d98b053..90c0ac23 100644
--- a/src/datavisualization/engine/shaders/texture.vert
+++ b/src/datavisualization/engine/shaders/texture.vert
@@ -8,6 +8,7 @@ attribute highp vec3 vertexPosition_mdl;
attribute highp vec2 vertexUV;
attribute highp vec3 vertexNormal_mdl;
+varying highp vec3 lightPosition_wrld_frag;
varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
@@ -23,4 +24,5 @@ void main() {
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
UV = vertexUV;
+ lightPosition_wrld_frag = lightPosition_wrld;
}
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
index d82c12fe..82ad6614 100644
--- a/src/datavisualization/engine/shaders/texture_ES2.frag
+++ b/src/datavisualization/engine/shaders/texture_ES2.frag
@@ -4,8 +4,8 @@ varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
+varying highp vec3 lightPosition_wrld_frag;
-uniform highp vec3 lightPosition_wrld;
uniform highp sampler2D textureSampler;
uniform highp float lightStrength;
uniform highp float ambientStrength;
@@ -16,7 +16,7 @@ void main() {
highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
highp vec3 materialSpecularColor = lightColor.rgb;
- highp float distance = length(lightPosition_wrld - position_wrld);
+ highp float distance = length(lightPosition_wrld_frag - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);