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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes
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parent
a5cad08ba6
commit
8538337a36
6 changed files with 12 additions and 12 deletions
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@ -269,6 +269,6 @@ void main()
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if (nDotL<0) shadowed = 0;
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float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
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//output
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OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
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OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
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OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
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OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
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}
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@ -207,6 +207,6 @@ void main()
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if (nDotL<0) shadowed = 0;
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float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
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//output
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OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
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OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
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OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
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OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
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}
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@ -307,6 +307,6 @@ void main()
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float finalShadowed = shadowed;
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//output
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OUT_col = float4(diffuse * (lightBrightness), dotNLa*shadowed);
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OUT_col1 = float4(specular * (lightBrightness), dotNLa*shadowed);
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OUT_col = float4(diffuse * (lightBrightness)*dotNLa*shadowed,1.0);
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OUT_col1 = float4(specular * (lightBrightness)*dotNLa*shadowed,1.0);
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}
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@ -281,8 +281,8 @@ PS_OUTPUT main(ConvexConnectP IN)
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if (nDotL<0) shadowed = 0;
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float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
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//output
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Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
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Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
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Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
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Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
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return Output;
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}
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@ -211,8 +211,8 @@ PS_OUTPUT main( ConvexConnectP IN )
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if (nDotL<0) shadowed = 0;
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float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
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//output
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Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
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Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
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Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
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Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
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return Output;
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}
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@ -318,8 +318,8 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
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float finalShadowed = shadowed;
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//output
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Output.diffuse = float4(diffuse * (lightBrightness), dotNLa*shadowed);
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Output.spec = float4(specular * (lightBrightness), dotNLa*shadowed);
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Output.diffuse = float4(diffuse * (lightBrightness)*dotNLa*shadowed, 1.0);
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Output.spec = float4(specular * (lightBrightness)*dotNLa*shadowed, 1.0);
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return Output;
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}
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