New emission-map algorithm
Former-commit-id: a45adb79b885d41a2d461a1d672fc8f63dedff65
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@ -289,8 +289,9 @@ namespace
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if (flags & nzShaderFlags_EmissiveMapping)
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{
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sourceCode += "vec3 emission = vec3(" + textureLookupKW + "(MaterialEmissiveMap, vTexCoord));\n"
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+ fragmentColorKW + " = vec4(mix(lighting, emission, max(0.0, 1.0-length(light))), alpha);\n";
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sourceCode += "float intensity = light.r*0.3 + light.g*0.59 + light.b*0.11;\n"
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"vec3 emission = vec3(" + textureLookupKW + "(MaterialEmissiveMap, vTexCoord));\n"
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+ fragmentColorKW + " = vec4(mix(lighting, emission, clamp(1.0 - 3.0*intensity, 0.0, 1.0)), alpha);\n";
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///NOTE: Pour un shader avec un coût réduit avec une qualité moyenne, il est possible de remplacer "length(light)" par "dot(light, light)"
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}
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else
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