| Index: src/core/SkLightingShader.cpp
|
| diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
|
| index 8fde8bfd37dedc66a244d323be8d40fa92ce87ef..9030a192b47760e10d7ca94bdc7c6d90eb4db8f2 100644
|
| --- a/src/core/SkLightingShader.cpp
|
| +++ b/src/core/SkLightingShader.cpp
|
| @@ -122,11 +122,9 @@ public:
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| 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 {
|
| @@ -386,6 +384,12 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
|
| }
|
|
|
| SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
|
| +
|
| + // Adding ambient light
|
| + accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGetR(diffColor);
|
| + accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGetG(diffColor);
|
| + accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGetB(diffColor);
|
| +
|
| // This is all done in linear unpremul color space (each component 0..255.0f though)
|
| for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
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| const SkLights::Light& light = lightShader.fLights->light(l);
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|
|