Let we can use emissiveFactor without Texture
[platform/core/uifw/dali-toolkit.git] / dali-scene3d / internal / graphics / shaders / default-physically-based-shader.frag
index c0ef6de..fcbcd0b 100644 (file)
@@ -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;
 }