@@ -11,7 +11,7 @@ float4 plight_infinity( float m, float3 pnt, float3 normal, float3 light_directi
1111 float3 V = - normalize (pnt ); // vector2eye
1212 float3 L = - light_direction ; // vector2light
1313 float3 H = normalize (L + V ); // float-angle-vector
14- return tex3D (s_material , float3 ( dot (L ,N ), dot (H ,N ), m ) ); // sample material
14+ return tex3D (s_material , float3 ( dot (L ,N ), dot (H ,N ), m ) ). xxxy ; // sample material
1515}
1616/*
1717float plight_infinity2( float m, float3 pnt, float3 normal, float3 light_direction )
@@ -25,7 +25,7 @@ float plight_infinity2( float m, float3 pnt, float3 normal, float3 light_directi
2525 s = saturate(dot(H,N));
2626 float f = saturate(dot(-V,R));
2727 s *= f;
28- float4 r = tex3D (s_material, float3( dot(L,N), s, m ) ); // sample material
28+ float4 r = tex3D (s_material, float3( dot(L,N), s, m ) ).xxxy ; // sample material
2929 r.w = pow(saturate(s),4);
3030 return r ;
3131}
@@ -40,7 +40,7 @@ float4 plight_local( float m, float3 pnt, float3 normal, float3 light_position,
4040 float3 H = normalize (L + V ); // float-angle-vector
4141 rsqr = dot (L2P ,L2P ); // distance 2 light (squared)
4242 float att = saturate (1 - rsqr * light_range_rsq ); // q-linear attenuate
43- float4 light = tex3D (s_material , float3 ( dot (L ,N ), dot (H ,N ), m ) ); // sample material
43+ float4 light = tex3D (s_material , float3 ( dot (L ,N ), dot (H ,N ), m ) ). xxxy ; // sample material
4444 return att * light ;
4545}
4646
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