lib-emissive.glsl
Public Functions:
pbrComputeEmissive
Import from library
Copied to your clipboardimport lib-sparse.glsl
The emissive channel texture.
Copied to your clipboard//: param auto channel_emissiveuniform SamplerSparse emissive_tex;
A value used to tweak the emissive intensity.
Copied to your clipboard//: 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
Copied to your clipboardvec3 pbrComputeEmissive(SamplerSparse emissive, SparseCoord coord){return emissive_intensity * textureSparse(emissive, coord).rgb;}