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name emissive properly - it is emissiveRadiance.

Ben Houston 9 năm trước cách đây
mục cha
commit
f718cbd27f

+ 1 - 1
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl

@@ -4,6 +4,6 @@
 
 	emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;
 
-	totalEmissiveLight *= emissiveColor.rgb;
+	totalEmissiveRadiance *= emissiveColor.rgb;
 
 #endif

+ 2 - 2
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -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>
 

+ 2 - 2
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -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>
 

+ 2 - 2
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl

@@ -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 );