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author | Kaj Grönholm <kaj.gronholm@qt.io> | 2020-01-07 16:03:50 +0200 |
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committer | Kaj Grönholm <kaj.gronholm@qt.io> | 2020-01-08 08:35:09 +0200 |
commit | 2baa0ab6191e8e74ec3f0133a6e4b45cd804d1df (patch) | |
tree | 8dee27fff9d3b49034355ec0afd79a78ea1635d2 | |
parent | c4ed0d6acfc2cb444a5260cbd509a427208f7ac5 (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.cpp | 2 |
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( " |