summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/aluminium_anodized_emissive.material
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Material Library/aluminium_anodized_emissive.material')
-rw-r--r--Studio/Content/Material Library/aluminium_anodized_emissive.material10
1 files changed, 5 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/aluminium_anodized_emissive.material b/Studio/Content/Material Library/aluminium_anodized_emissive.material
index 474a3105..6bd18906 100644
--- a/Studio/Content/Material Library/aluminium_anodized_emissive.material
+++ b/Studio/Content/Material Library/aluminium_anodized_emissive.material
@@ -105,7 +105,7 @@ 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
@@ -114,7 +114,7 @@ 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
@@ -123,11 +123,11 @@ 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
@@ -167,7 +167,7 @@ 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()