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@@ -192,13 +192,14 @@ float4 main( ConvexConnectP IN,
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#endif // !NO_SHADOW
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+ float3 lightcol = lightColor.rgb;
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#ifdef USE_COOKIE_TEX
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// Lookup the cookie sample.
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float4 cookie = texCUBE( cookieMap, mul( viewToLightProj, -lightVec ) );
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// Multiply the light with the cookie tex.
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- lightColor.rgb *= cookie.rgb;
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+ lightcol *= cookie.rgb;
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// Use a maximum channel luminance to attenuate
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// the lighting else we get specular in the dark
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@@ -216,7 +217,7 @@ float4 main( ConvexConnectP IN,
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normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
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float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
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- float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
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+ float3 lightColorOut = lightMapParams.rgb * lightcol;
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float4 addToResult = 0.0;
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// TODO: This needs to be removed when lightmapping is disabled
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