From 39c914101d7f05a9f924ab2af6cbb1687ecb30ca Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Sun, 14 Feb 2021 18:47:42 -0600 Subject: [PATCH] fix emissive --- .../rendering/shaders/lighting/advanced/gl/pointLightP.glsl | 4 ++-- .../rendering/shaders/lighting/advanced/gl/spotLightP.glsl | 4 ++-- .../rendering/shaders/lighting/advanced/gl/vectorLightP.glsl | 4 ++-- .../core/rendering/shaders/lighting/advanced/pointLightP.hlsl | 4 ++-- .../shaders/lighting/advanced/reflectionProbeArrayP.hlsl | 2 +- .../core/rendering/shaders/lighting/advanced/spotLightP.hlsl | 4 ++-- .../rendering/shaders/lighting/advanced/vectorLightP.hlsl | 2 +- 7 files changed, 12 insertions(+), 12 deletions(-) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl index 666329f25..b852cfd05 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl @@ -154,8 +154,8 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(0.0); - return; + OUT_col = vec4(surface.albedo, 0); + return; } vec3 L = lightPosition - surface.P; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl index 60ddb4fe5..36a95f225 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl @@ -86,8 +86,8 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(0.0); - return; + OUT_col = vec4(surface.albedo, 0); + return; } vec3 L = lightPosition - surface.P; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl index 0c64eb5dd..c23ec7d7a 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -189,8 +189,8 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(0); - return; + OUT_col = vec4(surface.albedo, 0); + return; } //create surface to light diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl index fcfc0c59e..5d26e59bd 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl @@ -157,8 +157,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) { - return 0.0.xxxx; - } + return float4(surface.albedo, 0); + } float3 L = lightPosition - surface.P; float dist = length(L); 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 c13a373ac..36ef1a766 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -51,7 +51,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) { - return TORQUE_TEX2D(colorBuffer, IN.uv0.xy); + return float4(surface.albedo, 0); } #ifdef USE_SSAO_MASK diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl index 2390305f6..233b755ea 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl @@ -91,8 +91,8 @@ float4 main( ConvexConnectP IN ) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) - { - return 0.0.xxxx; + { + return float4(surface.albedo, 0); } float3 L = lightPosition - surface.P; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl index eaff34d0c..55add38a6 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl @@ -180,7 +180,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) { - return 0.0.xxxx; + return float4(surface.albedo, 0); } //create surface to light