10 lines
200 B
GLSL
10 lines
200 B
GLSL
#ifdef USE_EMISSIVEMAP
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vec4 emissiveColor = texture2D( emissiveMap, vUv );
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emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;
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totalEmissiveRadiance *= emissiveColor.rgb;
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#endif
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