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-rw-r--r--Studio/Content/Material Library/metal_mesh_fine.material10
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()