diff options
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 /src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib | |
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 'src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib b/src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib index 16b70b04..f6e5f52b 100644 --- a/src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib +++ b/src/Runtime/res/effectlib/diffuseTransmissionBSDF.glsllib @@ -30,13 +30,13 @@ vec4 diffuseTransmissionBSDF( in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightDiffuse, in vec4 transmissiveColor, in float translucentFalloff, float lightWrap ) { - float cosThetaI = max( 0.0f, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) ); + float cosThetaI = max( 0.0, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) ); float factor = cosThetaI; - float l = 0.2126f * transmissiveColor.r + 0.7152f * transmissiveColor.g + 0.0722f * transmissiveColor.b; + float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b; float translucent_thickness = l * l; float translucent_thickness_exp = exp( translucent_thickness * translucentFalloff); - return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0f ) ); + return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0 ) ); } |