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author | Määttä Antti <antti.maatta@qt.io> | 2017-11-30 12:41:44 +0200 |
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committer | Antti Määttä <antti.maatta@qt.io> | 2018-01-10 12:41:04 +0000 |
commit | a15e4a54f78e330c613a2e63d8004169c05d94be (patch) | |
tree | 5f3f58b9a0cc2a1dd547ccc3276f28c49fa7c9cf /examples | |
parent | 16185339fc737bfabb415265cdc9beef7146407e (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.material | 2 |
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() |