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-rw-r--r--Studio/Content/Effect Library/AdditiveColorGradient.effect2
-rw-r--r--Studio/Content/Effect Library/Corona.effect2
-rw-r--r--Studio/Content/Effect Library/LightTable.effect2
3 files changed, 3 insertions, 3 deletions
diff --git a/Studio/Content/Effect Library/AdditiveColorGradient.effect b/Studio/Content/Effect Library/AdditiveColorGradient.effect
index 45965a4c..71319635 100644
--- a/Studio/Content/Effect Library/AdditiveColorGradient.effect
+++ b/Studio/Content/Effect Library/AdditiveColorGradient.effect
@@ -17,7 +17,7 @@ void frag()
vec4 origColor = texture2D_0(TexCoord);
vec2 uv = TexCoord.xy;
- vec4 gradient = vec4(mix(vec4(bottom_color, 1.0), vec4(top_color, 1.0), uv.y));
+ vec4 gradient = vec4(mix(vec4(bottom_color.rgb, 1.0), vec4(top_color.rgb, 1.0), uv.y));
gl_FragColor = origColor + gradient;
}
diff --git a/Studio/Content/Effect Library/Corona.effect b/Studio/Content/Effect Library/Corona.effect
index 1447c7e8..fb508120 100644
--- a/Studio/Content/Effect Library/Corona.effect
+++ b/Studio/Content/Effect Library/Corona.effect
@@ -61,7 +61,7 @@ void vert ()
void frag() // PS_Blur_Vertical_9tap
{
float OutCol = GaussianAlphaBlur( Texture0, Texture0Info.z );
- gl_FragColor = OutCol * vec4(GlowCol, 1.0);
+ gl_FragColor = OutCol * vec4(GlowCol.rgb, 1.0);
}
</FragmentShader>
</Shader>
diff --git a/Studio/Content/Effect Library/LightTable.effect b/Studio/Content/Effect Library/LightTable.effect
index 0c8b84f0..91f59131 100644
--- a/Studio/Content/Effect Library/LightTable.effect
+++ b/Studio/Content/Effect Library/LightTable.effect
@@ -181,7 +181,7 @@ void frag()
// We are basically acting as if the objects on the layer are occluders
// so the alpha as a result of blurring is like a transparency.
// The behavior is that the brighter the light is, the more of a "gap" there is
- vec3 backlight = LightCol * LightBrt;
+ vec3 backlight = LightCol.rgb * LightBrt;
// Assume that the color map I'm using already tells us what N.dot.L is (for now)
float translucency = exp2( -overTrn * OverlayTrans );