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-rw-r--r--Studio/Content/Material Library/aluminium_anodized_emissive.shader13
1 files changed, 8 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/aluminium_anodized_emissive.shader b/Studio/Content/Material Library/aluminium_anodized_emissive.shader
index 1c3233f..444f620 100644
--- a/Studio/Content/Material Library/aluminium_anodized_emissive.shader
+++ b/Studio/Content/Material Library/aluminium_anodized_emissive.shader
@@ -68,7 +68,8 @@ struct texture_return
// temporary declarations
-texture_coordinate_info tmp3;
+texture_coordinate_info tmp1;
+texture_coordinate_info tmp2;
vec4 tmpShadowTerm;
layer_result layers[1];
@@ -99,7 +100,8 @@ bool evalTwoSided()
vec3 computeFrontMaterialEmissive()
{
- return( vec3(1.0) * vec3( vec3( ( intensity *( emission_color.rgb * ( fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp3, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint * fileTexture(emissive_mask_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp3, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ) );
+ return intensity * emission_color.rgb * fileTexture(emissive_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp1, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint
+ * fileTexture(emissive_mask_texture, vec3(0.0), vec3(1.0), mono_alpha, tmp2, vec2(0.0, 1.0), vec2(0.0, 1.0), wrap_repeat, wrap_repeat, gamma_default ).tint;
}
void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
@@ -128,7 +130,7 @@ void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFact
#else
layers[0].base += tmpShadowTerm * vec4( 0.0, 0.0, 0.0, 1.0 );
- layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, roughness, roughness );
+ layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, roughness );
#endif
}
@@ -182,8 +184,9 @@ vec3 computeNormal()
void computeTemporaries()
{
- tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( 1.000000, 1.000000, 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
- tmpShadowTerm = evalBakedShadowMap( texCoord0 );
+ tmp1 = textureCoordinateInfo( texcoordTransformed_emissive_texture(texCoord0), tangent, binormal );
+ tmp2 = textureCoordinateInfo( texcoordTransformed_emissive_mask_texture(texCoord0), tangent, binormal );
+ tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}
vec4 computeLayerWeights( in float alpha )