fireball/lib/renderers/shaders/ShaderChunk/lightmap_fragment.glsl

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2018-12-25 13:59:22 +00:00
#ifdef USE_LIGHTMAP
reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
#endif