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export default /* glsl */` | |
#ifdef USE_EMISSIVEMAP | |
vec4 emissiveColor = texture2D( emissiveMap, vUv ); | |
emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb; | |
totalEmissiveRadiance *= emissiveColor.rgb; | |
#endif | |
`; | |