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-rw-r--r--Studio/Content/Material Library/aluminium_anodized.material10
1 files changed, 5 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/aluminium_anodized.material b/Studio/Content/Material Library/aluminium_anodized.material
index 9a4aac89..c846b67c 100644
--- a/Studio/Content/Material Library/aluminium_anodized.material
+++ b/Studio/Content/Material Library/aluminium_anodized.material
@@ -70,7 +70,7 @@ vec3 computeFrontMaterialEmissive()
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+ layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect );
#endif
@@ -79,7 +79,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir,
void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
{
#if QT3DS_ENABLE_CG_LIGHTING
- layers[0].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+ layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness );
#endif
@@ -88,11 +88,11 @@ void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 light
void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
{
#if !QT3DS_ENABLE_LIGHT_PROBE
- layers[0].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+ layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect );
#else
- layers[0].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+ layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
#endif
@@ -132,7 +132,7 @@ void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFacto
float computeIOR()
{
- return( false ? 1.0f : luminance( vec3( 1, 1, 1 ) ) );
+ return( false ? 1.0 : luminance( vec3( 1, 1, 1 ) ) );
}
float evalCutout()