fix emissive

This commit is contained in:
AzaezelX 2021-02-14 18:47:42 -06:00
parent 331200ba69
commit 39c914101d
7 changed files with 12 additions and 12 deletions

View file

@ -154,7 +154,7 @@ void main()
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
OUT_col = vec4(0.0); OUT_col = vec4(surface.albedo, 0);
return; return;
} }

View file

@ -86,7 +86,7 @@ void main()
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
OUT_col = vec4(0.0); OUT_col = vec4(surface.albedo, 0);
return; return;
} }

View file

@ -189,7 +189,7 @@ void main()
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
OUT_col = vec4(0); OUT_col = vec4(surface.albedo, 0);
return; return;
} }

View file

@ -157,7 +157,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
return 0.0.xxxx; return float4(surface.albedo, 0);
} }
float3 L = lightPosition - surface.P; float3 L = lightPosition - surface.P;

View file

@ -51,7 +51,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
return TORQUE_TEX2D(colorBuffer, IN.uv0.xy); return float4(surface.albedo, 0);
} }
#ifdef USE_SSAO_MASK #ifdef USE_SSAO_MASK

View file

@ -92,7 +92,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
return 0.0.xxxx; return float4(surface.albedo, 0);
} }
float3 L = lightPosition - surface.P; float3 L = lightPosition - surface.P;

View file

@ -180,7 +180,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
//early out if emissive //early out if emissive
if (getFlag(surface.matFlag, 0)) if (getFlag(surface.matFlag, 0))
{ {
return 0.0.xxxx; return float4(surface.albedo, 0);
} }
//create surface to light //create surface to light