mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-25 09:33:50 +00:00
reset emissive to show 0,0,0,0 for local/vector lights in a manner that doesn't cause them to black out.
This commit is contained in:
parent
bea11acc66
commit
e5bc0a6e54
6 changed files with 6 additions and 6 deletions
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue