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authorJere Tuliniemi <jere.tuliniemi@qt.io>2018-05-23 15:18:06 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2018-05-23 12:31:35 +0000
commitb4a7f13326d86db82fe96b7b13cb7f1cdb3bdf33 (patch)
tree56447532936daaadf46dc6cc71e06626c2b29e50 /res/effectlib/specularBSDF.glsllib
parent556fa62d1fa03ad0e216d12c9ffdeec81b55bfa8 (diff)
Remove the use of f for floats in shaders
Task-number: QT3DS-1765 Change-Id: If398f95fba9ed409761602937c49fc2d93fe46f6 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'res/effectlib/specularBSDF.glsllib')
-rw-r--r--res/effectlib/specularBSDF.glsllib6
1 files changed, 3 insertions, 3 deletions
diff --git a/res/effectlib/specularBSDF.glsllib b/res/effectlib/specularBSDF.glsllib
index 9e31544..78e541a 100644
--- a/res/effectlib/specularBSDF.glsllib
+++ b/res/effectlib/specularBSDF.glsllib
@@ -34,14 +34,14 @@
vec4 specularBSDFEnvironment( in vec3 N, in vec3 viewDir, in vec3 tint, int mode )
{
- vec3 rgb = vec3( 0.0f, 0.0f, 0.0f );
+ vec3 rgb = vec3( 0.0, 0.0, 0.0 );
if ( uEnvironmentMappingEnabled )
{
vec3 R = reflect( -viewDir, N );
- rgb = evalEnvironmentMap( R, 0.0f );
+ rgb = evalEnvironmentMap( R, 0.0 );
rgb = specularBSDF( N, R, viewDir, rgb, 1.0, 256.0, tint, scatter_reflect ).rgb;
}
- return( vec4( rgb, 1.0f ) );
+ return( vec4( rgb, 1.0 ) );
}
#endif