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:
AzaezelX 2021-03-09 15:26:48 -06:00
parent bea11acc66
commit e5bc0a6e54
6 changed files with 6 additions and 6 deletions

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;

View file

@ -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;

View file

@ -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