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authorKaj Grönholm <kaj.gronholm@qt.io>2020-01-07 16:03:50 +0200
committerKaj Grönholm <kaj.gronholm@qt.io>2020-01-08 08:35:09 +0200
commit2baa0ab6191e8e74ec3f0133a6e4b45cd804d1df (patch)
tree8dee27fff9d3b49034355ec0afd79a78ea1635d2
parentc4ed0d6acfc2cb444a5260cbd509a427208f7ac5 (diff)
Fix default material normal mapping
Fix issue after shader cleanup patch c4ed0d6a. After this runtime autotests pass again. Task-number: QT3DS-4035 Change-Id: I90a4a1daf83e17028a32eb5de48a9ce40f8d474f Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io> Reviewed-by: Antti Määttä <antti.maatta@qt.io>
-rw-r--r--src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.cpp b/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.cpp
index f510739..51e3d70 100644
--- a/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.cpp
+++ b/src/runtimerender/Qt3DSRenderDefaultMaterialShaderGenerator.cpp
@@ -1073,7 +1073,7 @@ struct SShaderGenerator : public IDefaultMaterialShaderGenerator
} else if (normalImage != nullptr) {
GenerateImageUVCoordinates(normalImageIdx, *normalImage);
- fragmentShader.AddFunction("sampleNormalTexture.glsllib");
+ fragmentShader.AddFunction("sampleNormalTexture");
fragmentShader.AddUniform("bumpAmount", "float");
fragmentShader << " world_normal = sampleNormalTexture( "