Merge pull request #470 from Azaezel/alpha40/fixEmissive

fix emissive
This commit is contained in:
Brian Roberts 2021-02-15 22:27:50 -06:00 committed by GitHub
commit 7be1e24c06
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7 changed files with 12 additions and 12 deletions

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@ -154,8 +154,8 @@ 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;
} }
vec3 L = lightPosition - surface.P; vec3 L = lightPosition - surface.P;

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@ -86,8 +86,8 @@ 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;
} }
vec3 L = lightPosition - surface.P; vec3 L = lightPosition - surface.P;

View file

@ -189,8 +189,8 @@ 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;
} }
//create surface to light //create surface to light

View file

@ -157,8 +157,8 @@ 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;
float dist = length(L); float dist = length(L);

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@ -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

@ -91,8 +91,8 @@ 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