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Merge pull request #476 from Azaezel/alpha40/emissiveProper
reset emissive to show 0,0,0,0 for local/vector lights in a manner th…
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commit
5442f52bc5
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@ -154,7 +154,7 @@ void main()
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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OUT_col = vec4(surface.albedo, 0);
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OUT_col = vec4(0, 0, 0, 0);
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return;
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}
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@ -86,7 +86,7 @@ void main()
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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OUT_col = vec4(surface.albedo, 0);
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OUT_col = vec4(0, 0, 0, 0);
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return;
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}
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@ -189,7 +189,7 @@ void main()
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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OUT_col = vec4(surface.albedo, 0);
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OUT_col = vec4(0, 0, 0, 0);
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return;
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}
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@ -157,7 +157,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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return float4(surface.albedo, 0);
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return float4(0, 0, 0, 0);
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}
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float3 L = lightPosition - surface.P;
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@ -92,7 +92,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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return float4(surface.albedo, 0);
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return float4(0, 0, 0, 0);
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}
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float3 L = lightPosition - surface.P;
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@ -180,7 +180,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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return float4(surface.albedo, 0);
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return float4(0, 0, 0, 0);
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}
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//create surface to light
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