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 07abf6e0b..3541cd31a 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl @@ -147,12 +147,6 @@ float4 main( ConvexConnectP IN ) : SV_TARGET Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer), uvScene, eyePosWorld, wsEyeRay, cameraToWorld); - //early out if emissive - if (getFlag(surface.matFlag, 0)) - { - return float4(0, 0, 0, 0); - } - float3 L = lightPosition - surface.P; float dist = length(L); float3 lighting = 0.0.xxx; 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 7751820dd..c5f262a99 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl @@ -86,12 +86,6 @@ float4 main( ConvexConnectP IN ) : SV_TARGET Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer), uvScene, eyePosWorld, wsEyeRay, cameraToWorld); - //early out if we take no shadows - if (!getFlag(surface.matFlag, 0)) - { - return float4(surface.albedo, 0); - } - float3 L = lightPosition - surface.P; float dist = length(L); float3 lighting = 0.0.xxx;