| Index: src/core/SkLightingShader.cpp
|
| diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
|
| index 8fde8bfd37dedc66a244d323be8d40fa92ce87ef..b788b3c6453c2e7f04157882a9c367cddbfb0055 100644
|
| --- a/src/core/SkLightingShader.cpp
|
| +++ b/src/core/SkLightingShader.cpp
|
| @@ -122,11 +122,9 @@ public:
|
| LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) {
|
|
|
| // fuse all ambient lights into a single one
|
| - fAmbientColor.set(0.0f, 0.0f, 0.0f);
|
| + fAmbientColor = lights->ambientLightColor();
|
| for (int i = 0; i < lights->numLights(); ++i) {
|
| - if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
|
| - fAmbientColor += lights->light(i).color();
|
| - } else if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
|
| + if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
|
| fDirectionalLights.push_back(lights->light(i));
|
| // TODO get the handle to the shadow map if there is one
|
| } else {
|
|
|