diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 11d9a3047..185306beb 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -496,9 +496,9 @@ vec4 computeForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0); + return vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - return vec4((irradiance + specular) * horizon, 0);//alpha writes disabled + return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif } @@ -657,5 +657,5 @@ vec4 debugVizForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; - return vec4((irradiance + specular) * horizon, 0);//alpha writes disabled + return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled } diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 2a52e6eeb..35b6d0fd3 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -501,9 +501,9 @@ float4 computeForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0); + return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - return float4((irradiance + specular) * horizon, 0);//alpha writes disabled + return float4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif } @@ -662,5 +662,5 @@ float4 debugVizForwardProbes(Surface surface, float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; - return float4((irradiance + specular) * horizon, 0);//alpha writes disabled + return float4((irradiance + specular* horizon) , 0);//alpha writes disabled } \ No newline at end of file diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index 736a5491d..813597c95 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -200,8 +200,8 @@ void main() float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0); + OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - OUT_col = vec4((irradiance + specular) * horizon, 0);//alpha writes disabled + OUT_col = vec4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif } diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl index 83f435de8..1b49a5e41 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -188,8 +188,8 @@ float4 main(PFXVertToPix IN) : SV_TARGET float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; #if CAPTURING == 1 - return float4(lerp(surface.baseColor.rgb,(irradiance + specular) * horizon,surface.metalness/2),0); + return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - return float4((irradiance + specular) * horizon, 0);//alpha writes disabled + return result = float4((irradiance + specular* horizon) , 0);//alpha writes disabled #endif }