diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl index 998501d77..c88285119 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl @@ -269,6 +269,6 @@ void main() if (nDotL<0) shadowed = 0; float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness; //output - OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed); - OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed); + OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0); + OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl index b46c94049..c18865032 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl @@ -207,6 +207,6 @@ void main() if (nDotL<0) shadowed = 0; float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness; //output - OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed); - OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed); + OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0); + OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index ac79d483d..d23a9d3fb 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -307,6 +307,6 @@ void main() float finalShadowed = shadowed; //output - OUT_col = float4(diffuse * (lightBrightness), dotNLa*shadowed); - OUT_col1 = float4(specular * (lightBrightness), dotNLa*shadowed); + OUT_col = float4(diffuse * (lightBrightness)*dotNLa*shadowed,1.0); + OUT_col1 = float4(specular * (lightBrightness)*dotNLa*shadowed,1.0); } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl index 6c18d45e1..710d15027 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl @@ -281,8 +281,8 @@ PS_OUTPUT main(ConvexConnectP IN) if (nDotL<0) shadowed = 0; float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness; //output - Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed); - Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed); + Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0); + Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0); return Output; } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl index e30057081..c667e56b9 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl @@ -211,8 +211,8 @@ PS_OUTPUT main( ConvexConnectP IN ) if (nDotL<0) shadowed = 0; float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness; //output - Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed); - Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed); + Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0); + Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0); return Output; } diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index fbcf41500..1d34c0d6a 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -318,8 +318,8 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN) float finalShadowed = shadowed; //output - Output.diffuse = float4(diffuse * (lightBrightness), dotNLa*shadowed); - Output.spec = float4(specular * (lightBrightness), dotNLa*shadowed); + Output.diffuse = float4(diffuse * (lightBrightness)*dotNLa*shadowed, 1.0); + Output.spec = float4(specular * (lightBrightness)*dotNLa*shadowed, 1.0); return Output; }