title: Red colored point light not projecting correctly [D3D11]
body: <p>In my d3d11 scene, I have a point light projecting onto this planet. To help identify the fact that it is the point light, I colored it red in the code below.</p>
  <pre><code>pointLight.light = /*DirectionalLight*/{ { 0.9f,0.2f,0.1f,0.5f }, { 0,1,0,1 } };
  </code></pre>
  <p>The issue is that although the attenuation of the light is colored correctly, the rest of the light is not.</p>
  <p><a href="https://i.stack.imgur.com/u2Fhm.png" rel="nofollow noreferrer">As displayed here</a></p>
  <p>I am quite unsure of what causes this. I figured something within my calculation for the light in my pixel shader was causing the output color to be set as the full color of the texture, but I don't have anything that backs up that theory.</p>
  <pre><code>float3 calculatePointLight(
      float4 pointColor,
      float4 pointPos,
      float4 pointRad,
      float3 surfaceNormal,
      float3 surfacePosition,
      float3 cameraPos,
      float specularPower,
      float specularIntensity)
  {
      float3 lightDir = normalize(pointPos.xyz - surfacePosition);
      float lightRatio = saturate(dot(lightDir, surfaceNormal));
      float4 outColor = saturate(lightRatio * pointColor);
  
      float Attenuation = 2.0f - saturate(length(pointPos - surfacePosition) / pointRad.x);
  
      outColor *= Attenuation;
  
      if (outColor.x == zero.x &amp;&amp; outColor.y == zero.y &amp;&amp; outColor.z == zero.z)
      {
          return outColor;
      }
      else
      {
          float3 ViewDirection = normalize(cameraPos - surfacePosition);
          float3 HalfVector = normalize((-pointPos) + ViewDirection);
          float Intensity = max(saturate(dot(surfaceNormal, normalize(HalfVector))) * specularPower, 0);
  
          return outColor + specularIntensity * Intensity;
      }
  }
  </code></pre>
  <p>The following is the code for my point light, what could be wrong with it to cause this issue?</p>