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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 /src/Runtime/res/effectlib/specularBSDF.glsllib
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 'src/Runtime/res/effectlib/specularBSDF.glsllib')
-rw-r--r--src/Runtime/res/effectlib/specularBSDF.glsllib6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Runtime/res/effectlib/specularBSDF.glsllib b/src/Runtime/res/effectlib/specularBSDF.glsllib
index 9e315441..78e541a5 100644
--- a/src/Runtime/res/effectlib/specularBSDF.glsllib
+++ b/src/Runtime/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