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Merge pull request #470 from Azaezel/alpha40/fixEmissive

fix emissive
Brian Roberts 4 years ago
parent
commit
7be1e24c06

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl

@@ -154,8 +154,8 @@ void main()
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {
-      OUT_col = vec4(0.0);
-	  return;
+      OUT_col = vec4(surface.albedo, 0);
+      return;
    }
 
    vec3 L = lightPosition - surface.P;

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl

@@ -86,8 +86,8 @@ void main()
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {
-      OUT_col = vec4(0.0);
-	   return;
+      OUT_col = vec4(surface.albedo, 0);
+      return;
    }
    
    vec3 L = lightPosition - surface.P;

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl

@@ -189,8 +189,8 @@ void main()
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {
-      OUT_col = vec4(0);
-	  return;
+      OUT_col = vec4(surface.albedo, 0);
+      return;
 	}
 	
    //create surface to light                           

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/pointLightP.hlsl

@@ -157,8 +157,8 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {   
-      return 0.0.xxxx;
-	}
+        return float4(surface.albedo, 0);
+   }
 
    float3 L = lightPosition - surface.P;
    float dist = length(L);

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -51,7 +51,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {
-      return TORQUE_TEX2D(colorBuffer, IN.uv0.xy);
+      return float4(surface.albedo, 0);
    }
 
    #ifdef USE_SSAO_MASK

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/spotLightP.hlsl

@@ -91,8 +91,8 @@ float4 main(   ConvexConnectP IN ) : SV_TARGET
 
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
-   {   
-      return 0.0.xxxx;
+   {
+      return float4(surface.albedo, 0);
 	}
 
    float3 L = lightPosition - surface.P;

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/vectorLightP.hlsl

@@ -180,7 +180,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
    //early out if emissive
    if (getFlag(surface.matFlag, 0))
    {   
-      return 0.0.xxxx;
+      return float4(surface.albedo, 0);
 	}
    
    //create surface to light