提交 f718cbd2 编写于 作者: B Ben Houston

name emissive properly - it is emissiveRadiance.

上级 56b3c8ab
......@@ -4,6 +4,6 @@
emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;
totalEmissiveLight *= emissiveColor.rgb;
totalEmissiveRadiance *= emissiveColor.rgb;
#endif
......@@ -33,7 +33,7 @@ void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveLight = emissive;
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
......@@ -65,7 +65,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
......
......@@ -31,7 +31,7 @@ void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveLight = emissive;
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
......@@ -49,7 +49,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#include <envmap_fragment>
......
......@@ -43,7 +43,7 @@ void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveLight = emissive;
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
......@@ -63,7 +63,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
......
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