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 b852cfd05..429208a29 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 @@ -154,7 +154,7 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(surface.albedo, 0); + OUT_col = vec4(0, 0, 0, 0); return; } 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 36a95f225..d73aaf25a 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 @@ -86,7 +86,7 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(surface.albedo, 0); + OUT_col = vec4(0, 0, 0, 0); return; } 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 c23ec7d7a..6ee55321c 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 @@ -189,7 +189,7 @@ void main() //early out if emissive if (getFlag(surface.matFlag, 0)) { - OUT_col = vec4(surface.albedo, 0); + OUT_col = vec4(0, 0, 0, 0); return; } 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 5d26e59bd..faa7a01ae 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl @@ -157,7 +157,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) { - return float4(surface.albedo, 0); + return float4(0, 0, 0, 0); } float3 L = lightPosition - surface.P; 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 233b755ea..02e11570a 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl @@ -92,7 +92,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET //early out if emissive if (getFlag(surface.matFlag, 0)) { - return float4(surface.albedo, 0); + return float4(0, 0, 0, 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 55add38a6..e3b9206d4 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 float4(surface.albedo, 0); + return float4(0, 0, 0, 0); } //create surface to light