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
This commit is contained in:
Menithal 2017-09-25 23:22:53 +03:00
parent 0a213e24c4
commit 19a290be70

View file

@ -75,7 +75,7 @@ void main(void) {
max(0, 1.0 - shininess / 128.0),
DEFAULT_METALLIC,
specular,
specular);
vec3(clamp(emissiveAmount, 0.0, 1.0)));
} else {
packDeferredFragment(
normal,