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;
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;
}