diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl index 0bfa6e0f0..558599423 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -220,7 +220,7 @@ void main() #ifdef PSSM_DEBUG_RENDER if ( fadeOutAmt > 1.0 ) - lightingColor = 1.0; + lightingColor = vec3(1.0,1.0,1.0); #endif #endif //NO_SHADOW @@ -229,7 +229,7 @@ void main() vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness; vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor; - vec3 final = max(0.0f, diffuse); + vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse); OUT_col = vec4(final, 0); return; @@ -239,7 +239,7 @@ void main() vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness; vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor; - vec3 final = max(0.0f, factor); + vec3 final = max(vec3(0.0f,0.0f,0.0f), factor); OUT_col = vec4(final, 0); return; @@ -250,7 +250,7 @@ void main() vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor; vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor; - vec3 final = max(0.0f, diffuse + spec); + vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse + spec); OUT_col = vec4(final, 0); return;