diff --git a/resources/shaders/lines/lines_cones_texture.frag b/resources/shaders/lines/lines_cones_texture.frag index 86fbaa3c0..a0404b554 100644 --- a/resources/shaders/lines/lines_cones_texture.frag +++ b/resources/shaders/lines/lines_cones_texture.frag @@ -162,9 +162,13 @@ void main() gl_FragDepth = depth; - vec3 light_dir = normalize(eLightPos); - - vec3 color = texture(textureID, gOutTexcoord).rgb; - vec3 final_color = ComputeLight(normal, light_dir, view_dir, ambient, specular, shininess, color); - outputF = vec4(final_color, 1.0); + vec4 color = texture(textureID, gOutTexcoord); + if (lighting) { + vec3 light_dir = normalize(eLightPos); + vec3 final_color = ComputeLight(normal, light_dir, view_dir, ambient, specular, shininess, color.rgb); + outputF = vec4(final_color, 1.0); + } + else { + outputF = color; + } } \ No newline at end of file diff --git a/resources/shaders/lines/lines_cylinders_color.frag b/resources/shaders/lines/lines_cylinders_color.frag index 4af53d58c..9f52be004 100644 --- a/resources/shaders/lines/lines_cylinders_color.frag +++ b/resources/shaders/lines/lines_cylinders_color.frag @@ -164,13 +164,12 @@ void main() gl_FragDepth = depth; - if (!lighting) { - outputF = gOutColor; - } - - else { + if (lighting) { vec3 light_dir = normalize(eLightPos); vec3 final_color = shade(normal, light_dir, view_dir, ambient, specular, shininess, gOutColor.xyz); outputF = vec4(final_color, gOutColor.a); } + else { + outputF = gOutColor; + } } diff --git a/resources/shaders/lines/lines_cylinders_texture.frag b/resources/shaders/lines/lines_cylinders_texture.frag index 2b585afec..557de2cb1 100644 --- a/resources/shaders/lines/lines_cylinders_texture.frag +++ b/resources/shaders/lines/lines_cylinders_texture.frag @@ -166,9 +166,13 @@ void main() gl_FragDepth = depth; - vec3 light_dir = normalize(eLightPos); - - vec3 color = texture(textureID, gOutTexcoord).rgb; - vec3 final_color = ComputeLight(normal, light_dir, view_dir, ambient, specular, shininess, color); - outputF = vec4(final_color, 1.0); + vec4 color = texture(textureID, gOutTexcoord); + if (lighting) { + vec3 light_dir = normalize(eLightPos); + vec3 final_color = ComputeLight(normal, light_dir, view_dir, ambient, specular, shininess, color.rgb); + outputF = vec4(final_color, 1.0); + } + else { + outputF = color; + } } \ No newline at end of file