From d33b78d70fa1453695fc65a7022c6048fe7a23c8 Mon Sep 17 00:00:00 2001 From: mifth Date: Fri, 17 Apr 2020 11:12:20 +0300 Subject: [PATCH] Small fix for High Quality Lighting I did a small fix for High Quality Lighting. Now it will be possible to use Viewport's Ambient Occlusion with Matcaps. Here is my previous report: https://github.com/sideeffects/GameDevelopmentToolset/issues/162?fbclid=IwAR3PGC71yUiHeZnl7T1La3FCllQenojgq9SL4p33H_cBUnqsZIsIF_ArqoE --- .../labs_8_8Vop_1matcap__shader/Glsl150Fragment | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/otls/matcap_shader.hda/labs_8_8Vop_1matcap__shader/Glsl150Fragment b/otls/matcap_shader.hda/labs_8_8Vop_1matcap__shader/Glsl150Fragment index 6e7293b98..5aaf4e523 100644 --- a/otls/matcap_shader.hda/labs_8_8Vop_1matcap__shader/Glsl150Fragment +++ b/otls/matcap_shader.hda/labs_8_8Vop_1matcap__shader/Glsl150Fragment @@ -163,7 +163,7 @@ void main() vec4 wire = HOUwireColor(fsIn.edgedist,fsIn.edgeflags,fsIn.selected); - HOUassignOutputs(vec3(0), + HOUassignOutputs(vec3(1), tex.rgb, vec3(0), vec3(0), @@ -178,7 +178,7 @@ void main() 0.0, 0.0, wire, - vec3(0), + nN, 0, fsIn.selected, specular_model, coat_spec_model);