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-rw-r--r--drivers/gles3/shaders/scene.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl10
3 files changed, 28 insertions, 13 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 2bd93796bd..ed176c7829 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1129,9 +1129,15 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 1a8a1f3aa3..77ae97e621 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1447,16 +1447,19 @@ void fragment_shader(in SceneData scene_data) {
}
//finalize ambient light here
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
-
- // convert ao to direct light ao
- ao = mix(1.0, ao, ao_light_affect);
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
- if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
- vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
- ambient_light *= 1.0 - ssil.a;
- ambient_light += ssil.rgb * albedo.rgb;
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+#endif // AMBIENT_LIGHT_DISABLED
}
//this saves some VGPRs
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 33fd4c35b1..9aeaa6d978 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1172,8 +1172,14 @@ void main() {
} //Reflection probes
// finalize ambient light here
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);