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lib-emissive.glsl


Public Functions: pbrComputeEmissive

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import lib-sparse.glsl

The emissive channel texture.

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//: param auto channel_emissive
uniform SamplerSparse emissive_tex;

A value used to tweak the emissive intensity.

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//: param custom {
//: "default": 1.0,
//: "label": "Emissive intensity",
//: "min": 0.0,
//: "max": 100.0,
//: "group": "Base Surface",
//: "asm": "emission",
//: "description": "<html><head/><body><p>The intensity of light emitted by the surface.<br/><b>Please note</b>: The following channel needs to be present for this parameter to have an effect: <b>Emissive</b></p></body></html>"
//: }
uniform float emissive_intensity;

Compute the emissive radiance to the viewer's eye

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vec3 pbrComputeEmissive(SamplerSparse emissive, SparseCoord coord)
{
return emissive_intensity * textureSparse(emissive, coord).rgb;
}
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