diff options
Diffstat (limited to 'Studio/Content/Material Library/metal_mesh_fine.material')
-rw-r--r-- | Studio/Content/Material Library/metal_mesh_fine.material | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/metal_mesh_fine.material b/Studio/Content/Material Library/metal_mesh_fine.material index b4e09735..07e93a42 100644 --- a/Studio/Content/Material Library/metal_mesh_fine.material +++ b/Studio/Content/Material Library/metal_mesh_fine.material @@ -113,7 +113,7 @@ void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, roughness, roughness, scatter_reflect ); - layers[1].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); layers[1].layer += tmpShadowTerm * diffuseReflectionBSDF( tmp6, lightDir, viewDir, lightDiffuse, 0.000000 ); #endif @@ -124,7 +124,7 @@ void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 light #if QT3DS_ENABLE_CG_LIGHTING layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, roughness, roughness ); - layers[1].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); layers[1].layer += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ); #endif @@ -135,13 +135,13 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact #if !QT3DS_ENABLE_LIGHT_PROBE layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, roughness, roughness, scatter_reflect ); - layers[1].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); layers[1].layer += tmpShadowTerm * diffuseReflectionBSDFEnvironment( tmp6, 0.000000 ) * aoFactor; #else layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness ); - layers[1].base += tmpShadowTerm * vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + layers[1].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 ); layers[1].layer += tmpShadowTerm * sampleDiffuse( layers[1].tanFrame ) * aoFactor; #endif @@ -181,7 +181,7 @@ 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() |