diff --git a/Engine/source/materials/materialDefinition.cpp b/Engine/source/materials/materialDefinition.cpp index 4204dfe63..351158adf 100644 --- a/Engine/source/materials/materialDefinition.cpp +++ b/Engine/source/materials/materialDefinition.cpp @@ -536,7 +536,7 @@ bool Material::onAdd() if (mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0) { Con::errorf("Invalid blend op in material: %s", getName()); - mTranslucentBlendOp = LerpAlpha; + mTranslucentBlendOp = PreMul; } SimSet* matSet = MATMGR->getMaterialSet(); diff --git a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp index 736517e46..5d40ba8bf 100644 --- a/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp +++ b/Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp @@ -3064,7 +3064,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector& componentList Var *ambient = (Var *)LangElement::find("ambient"); if (!ambient) { - ambient = new Var("ambient", "vec4"); + ambient = new Var("ambient", "vec3"); eyePos->uniform = true; eyePos->constSortPos = cspPass; } diff --git a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp index d2888b889..28f0d7ee2 100644 --- a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp @@ -3153,7 +3153,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector &componentList Var *ambient = (Var *)LangElement::find("ambient"); if (!ambient) { - ambient = new Var("ambient","float4"); + ambient = new Var("ambient","float3"); eyePos->uniform = true; eyePos->constSortPos = cspPass; } diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index 6ab0a8f18..3b04224ac 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -12,7 +12,7 @@ uniform sampler2D colorBuffer; uniform sampler2D matInfoBuffer; uniform sampler2D BRDFTexture; -uniform vec4 ambientColor; +uniform vec3 ambientColor; uniform vec4 rtParams0; uniform vec4 vsFarPlane; uniform mat4 cameraToWorld; @@ -203,6 +203,6 @@ void main() #if CAPTURING == 1 OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - OUT_col = vec4((irradiance + specular* horizon)*ambientColor.rgb , 0);//alpha writes disabled + OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled #endif } diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl index b649843f3..484e38022 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -8,7 +8,7 @@ TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0); TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1); TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2); TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3); -uniform float4 ambientColor; +uniform float3 ambientColor; uniform float4 rtParams0; uniform float4 vsFarPlane; uniform float4x4 cameraToWorld; @@ -190,6 +190,6 @@ float4 main(PFXVertToPix IN) : SV_TARGET #if CAPTURING == 1 return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0); #else - return float4((irradiance + specular* horizon)*ambientColor.rgb, 0);//alpha writes disabled + return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled #endif }