Browse Source

Use cAmbientColor.rgb where necessary.

Lasse Öörni 9 years ago
parent
commit
6ca0aafd27

+ 3 - 3
bin/CoreData/Shaders/GLSL/LitSolid.glsl

@@ -172,7 +172,7 @@ void PS()
         #endif
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
         #else
@@ -192,7 +192,7 @@ void PS()
         vec3 finalColor = vVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
 
         #ifdef ENVCUBEMAP
@@ -216,7 +216,7 @@ void PS()
         vec3 finalColor = vVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
         
         #ifdef MATERIAL

+ 3 - 3
bin/CoreData/Shaders/GLSL/PBRLitSolid.glsl

@@ -173,7 +173,7 @@ void PS()
         vec3 finalColor;
 
         float atten = GetAtten(normal, vWorldPos.xyz, lightDir);
-        float shadow = 1;
+        float shadow = 1.0;
         #ifdef SHADOW
             shadow = GetShadow(vShadowPos, vWorldPos.w);
         #endif
@@ -194,7 +194,7 @@ void PS()
         finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
         #else
@@ -212,7 +212,7 @@ void PS()
         vec3 finalColor = vVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += texture2D(sEmissiveMap, vTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
 
         #ifdef MATERIAL

+ 1 - 1
bin/CoreData/Shaders/GLSL/TerrainBlend.glsl

@@ -156,7 +156,7 @@ void PS()
         #endif
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             gl_FragColor = vec4(GetFog(finalColor, fogFactor), diffColor.a);
         #else

+ 3 - 3
bin/CoreData/Shaders/HLSL/LitSolid.hlsl

@@ -247,7 +247,7 @@ void PS(
         #endif
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
         #else
@@ -267,7 +267,7 @@ void PS(
         float3 finalColor = iVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
         #ifdef ENVCUBEMAP
             finalColor += cMatEnvMapColor * SampleCube(EnvCubeMap, reflect(iReflectionVec, normal)).rgb;
@@ -290,7 +290,7 @@ void PS(
         float3 finalColor = iVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
 
         #ifdef MATERIAL

+ 3 - 3
bin/CoreData/Shaders/HLSL/PBRLitSolid.hlsl

@@ -255,7 +255,7 @@ void PS(
 
         float atten = GetAtten(normal, iWorldPos.xyz, lightDir);
 
-        float shadow = 1;
+        float shadow = 1.0;
 
         #ifdef SHADOW
             shadow *= GetShadow(iShadowPos, iWorldPos.w);
@@ -279,7 +279,7 @@ void PS(
         finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
         #else
@@ -297,7 +297,7 @@ void PS(
         float3 finalColor = iVertexLight * diffColor.rgb;
         #ifdef AO
             // If using AO, the vertex light ambient is black, calculate occluded ambient here
-            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb;
+            finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
         #endif
 
         #ifdef MATERIAL

+ 1 - 1
bin/CoreData/Shaders/HLSL/TerrainBlend.hlsl

@@ -201,7 +201,7 @@ void PS(float2 iTexCoord : TEXCOORD0,
         #endif
 
         #ifdef AMBIENT
-            finalColor += cAmbientColor * diffColor.rgb;
+            finalColor += cAmbientColor.rgb * diffColor.rgb;
             finalColor += cMatEmissiveColor;
             oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
         #else