diff options
Diffstat (limited to 'Studio/Content/Material Library/aluminium_anodized_emissive.material')
-rw-r--r-- | Studio/Content/Material Library/aluminium_anodized_emissive.material | 10 |
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() |