X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-scene3d%2Finternal%2Fgraphics%2Fshaders%2Fdefault-physically-based-shader.frag;h=fcbcd0b911a114dc6697ba09521c335164ef234f;hb=4fb5c0c0f9f02319b3cff19338a61bfb098fbd8e;hp=c0ef6deba6ad472dabeb1edc9d1726f634aaa3d6;hpb=7112b022a714838f29127f02f72a117136d26c8a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag index c0ef6de..fcbcd0b 100644 --- a/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag +++ b/dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag @@ -58,10 +58,10 @@ uniform sampler2D sOcclusion; uniform float uOcclusionStrength; #endif -#ifdef EMISSIVE +#ifdef EMISSIVE_TEXTURE uniform sampler2D sEmissive; -uniform vec3 uEmissiveFactor; #endif +uniform vec3 uEmissiveFactor; uniform float uSpecularFactor; uniform vec3 uSpecularColorFactor; @@ -213,10 +213,12 @@ void main() color = mix(color, color * ao, uOcclusionStrength); #endif // OCCLUSION -#ifdef EMISSIVE +#ifdef EMISSIVE_TEXTURE lowp vec3 emissive = linear(texture(sEmissive, vUV).rgb) * uEmissiveFactor; +#else + lowp vec3 emissive = uEmissiveFactor; +#endif // EMISSIVE_TEXTURE color += emissive; -#endif // EMISSIVE FragColor = vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a) * uColor; }