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Fixed Entity Shader emmissive
Makes sure that the emissiveAmount information is used correctly for a custom shader, instead of using specular rgb information to generate the emissiveness, which was incorrect
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1 changed files with 1 additions and 1 deletions
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@ -75,7 +75,7 @@ void main(void) {
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max(0, 1.0 - shininess / 128.0),
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DEFAULT_METALLIC,
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specular,
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specular);
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vec3(clamp(emissiveAmount, 0.0, 1.0)));
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} else {
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packDeferredFragment(
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normal,
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