Fix a bug in the emissive contribution. Now there is a bigger range of value for bloom
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@ -30,7 +30,7 @@ void main()
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vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
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vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
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vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
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vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
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vec3 emitCol = diffuseMatColor.xyz * diffuseMatColor.xyz * diffuseMatColor.xyz * 15.;
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vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * pow(emitMapValue, 2.) * 10.);
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vec4 color_1 = vec4(tmp * ao + (emitMapValue * emitCol), diffuseMatColor.a);
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vec4 color_1 = vec4(tmp * ao + (emitMapValue * emitCol), diffuseMatColor.a);
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// Fog
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// Fog
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