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authorMäättä Antti <antti.maatta@qt.io>2017-11-30 12:41:44 +0200
committerAntti Määttä <antti.maatta@qt.io>2018-01-10 12:41:04 +0000
commita15e4a54f78e330c613a2e63d8004169c05d94be (patch)
tree5f3f58b9a0cc2a1dd547ccc3276f28c49fa7c9cf /examples
parent16185339fc737bfabb415265cdc9beef7146407e (diff)
Improve custom material GLES2 support
Implement light shader property setting for custom materials when constant buffers are not supported. Remove floating point .f from glsllib. Task-number: QT3DS-36 Change-Id: I30df0ef8841daaa166910c2384613a1c9f4e6b46 Reviewed-by: Janne Koskinen <janne.p.koskinen@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'examples')
-rw-r--r--examples/studio3d/SampleProject/materials/simple_glass.material2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/studio3d/SampleProject/materials/simple_glass.material b/examples/studio3d/SampleProject/materials/simple_glass.material
index 216a3fce..a6b4ee09 100644
--- a/examples/studio3d/SampleProject/materials/simple_glass.material
+++ b/examples/studio3d/SampleProject/materials/simple_glass.material
@@ -134,7 +134,7 @@ void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFacto
float computeIOR()
{
- return( true ? 1.0f : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) );
+ return( true ? 1.0 : luminance( vec3( abbeNumberIOR(glass_ior, 0.000000 ) ) ) );
}
float evalCutout()