diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.h b/Source/Core/VideoCommon/Src/LightingShaderGen.h index 031dce44bd..b7f596bdd3 100644 --- a/Source/Core/VideoCommon/Src/LightingShaderGen.h +++ b/Source/Core/VideoCommon/Src/LightingShaderGen.h @@ -150,7 +150,10 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com else if (components & VB_HAS_COL0 ) object.Write("lacc = %s0;\n", inColorName); else - object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); + // TODO: this isn't verified. Here we want to read the ambient from the vertex, + // but the vertex itself has no color. So we don't know which value to read. + // Returing 1.0 is the same as disabled lightning, so this could be fine + object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } else // from color { @@ -191,7 +194,8 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com else if (components & VB_HAS_COL0 ) object.Write("lacc.w = %s0.w;\n", inColorName); else - object.Write("lacc.w = 0.0f;\n"); + // TODO: The same for alpha: We want to read from vertex, but the vertex has no color + object.Write("lacc.w = 1.0f;\n"); } else // from color {