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reset ligtht outputs to output color*shadowing as oposed to baking shadowing into the alpha chan now that we're ignoring that for lights specifically (though we're still keeping the alpha chan arround for varying-IBL input blending purposes

Azaezel 6 年 前
コミット
8538337a36

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/gl/pointLightP.glsl

@@ -269,6 +269,6 @@ void main()
    if (nDotL<0) shadowed = 0;
    float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
    //output
-   OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
-   OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
+   OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
+   OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
 }

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/gl/spotLightP.glsl

@@ -207,6 +207,6 @@ void main()
    if (nDotL<0) shadowed = 0;
    float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
    //output
-   OUT_col = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
-   OUT_col1 = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
+   OUT_col = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
+   OUT_col1 = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
 }

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl

@@ -307,6 +307,6 @@ void main()
    float finalShadowed = shadowed;
 
 //output
-   OUT_col = float4(diffuse * (lightBrightness), dotNLa*shadowed);
-   OUT_col1 = float4(specular * (lightBrightness), dotNLa*shadowed);
+   OUT_col = float4(diffuse * (lightBrightness)*dotNLa*shadowed,1.0);
+   OUT_col1 = float4(specular * (lightBrightness)*dotNLa*shadowed,1.0);
 }

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/pointLightP.hlsl

@@ -281,8 +281,8 @@ PS_OUTPUT main(ConvexConnectP IN)
    if (nDotL<0) shadowed = 0;
    float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
    //output
-   Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
-   Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
+   Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
+   Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
 
    return Output;
 }

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/spotLightP.hlsl

@@ -211,8 +211,8 @@ PS_OUTPUT main(   ConvexConnectP IN )
    if (nDotL<0) shadowed = 0;
    float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
    //output
-   Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
-   Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
+   Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
+   Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
 
    return Output;
 }

+ 2 - 2
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -318,8 +318,8 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
    float finalShadowed = shadowed;
 
 //output
-   Output.diffuse = float4(diffuse * (lightBrightness), dotNLa*shadowed);
-   Output.spec = float4(specular * (lightBrightness), dotNLa*shadowed);
+   Output.diffuse = float4(diffuse * (lightBrightness)*dotNLa*shadowed, 1.0);
+   Output.spec = float4(specular * (lightBrightness)*dotNLa*shadowed, 1.0);
 
    return Output;
 }