diff --git a/libraries/render-utils/src/point_light.slf b/libraries/render-utils/src/point_light.slf index 716a39aee9..fcfb0b336e 100644 --- a/libraries/render-utils/src/point_light.slf +++ b/libraries/render-utils/src/point_light.slf @@ -67,7 +67,7 @@ void main(void) { // Final Lighting color vec3 fragColor = (shading.w * frag.diffuse + shading.xyz); - _fragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0); + _fragColor = vec4(fragColor * radialAttenuation * getLightColor(light) * getLightIntensity(light) * frag.obscurance, 0.0); if (getLightShowContour(light) > 0.0) { // Show edge diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index d7a20fc5e5..8170929636 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -74,7 +74,7 @@ void main(void) { // Final Lighting color vec3 fragColor = (shading.w * frag.diffuse + shading.xyz); - _fragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light), 0.0); + _fragColor = vec4(fragColor * angularAttenuation * radialAttenuation * getLightColor(light) * getLightIntensity(light) * frag.obscurance, 0.0); if (getLightShowContour(light) > 0.0) { // Show edges