diff options
Diffstat (limited to 'Studio/Content/Material Library/thin_glass_frosted.shader')
-rw-r--r-- | Studio/Content/Material Library/thin_glass_frosted.shader | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Studio/Content/Material Library/thin_glass_frosted.shader b/Studio/Content/Material Library/thin_glass_frosted.shader index d1719431..b66c4cd9 100644 --- a/Studio/Content/Material Library/thin_glass_frosted.shader +++ b/Studio/Content/Material Library/thin_glass_frosted.shader @@ -258,7 +258,7 @@ vec3 getRefractUV( in vec2 baseUV, in vec3 normal, in float materialIOR, in floa vec4 doFakeInnerLight( in vec3 normal, in vec3 absorb_color ) { - vec3 lightColor = intLightCol * intLightBrt; + vec3 lightColor = intLightCol.rgb * intLightBrt; float cosRot = cos(intLightRot * 0.01745329251); float sinRot = sin(intLightRot * 0.01745329251); @@ -284,7 +284,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 { vec4 rgba = color; float ratio = simpleFresnel( normal, materialIOR, uFresnelPower ); - vec3 absorb_color = ( log( glass_color ) * -1.000000 ); + vec3 absorb_color = ( log( glass_color.rgb ) * -1.000000 ); // prevent log(0) -> inf number issue if ( isinf(absorb_color.r) ) absorb_color.r = 1.0; if ( isinf(absorb_color.g) ) absorb_color.g = 1.0; @@ -300,7 +300,7 @@ vec4 computeGlass(in vec3 normal, in float materialIOR, in float alpha, in vec4 vec3 refractColor = refractValue.a * refractValue.rgb + (1.0 - refractValue.a) * value.rgb; refractColor = refractColor * (vec3(1.0) - absorb_color); - vec4 internalColor = doFakeInnerLight( normal, glass_color ); + vec4 internalColor = doFakeInnerLight( normal, glass_color.rgb ); refractColor += internalColor.rgb * internalColor.a; rgba = vec4(mix(refractColor, rgba.rgb, ratio), 1.0); |