From baa7cc6531fc4d7764128289d49a8746a27239fa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Tue, 29 Apr 2014 07:21:48 +0300 Subject: Android GLSL linker fix Task-number: QTRD-3059 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Change-Id: Ie5b82c6418cb87f7d9c04fcca287f5924d8616a5 Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/shaders/texture_ES2.frag | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/datavisualization/engine/shaders/texture_ES2.frag') 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); -- cgit v1.2.3