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-rw-r--r--Studio/Content/Material Library/powder_coat_emissive.shader6
1 files changed, 3 insertions, 3 deletions
diff --git a/Studio/Content/Material Library/powder_coat_emissive.shader b/Studio/Content/Material Library/powder_coat_emissive.shader
index 88ccb6f..21f58a7 100644
--- a/Studio/Content/Material Library/powder_coat_emissive.shader
+++ b/Studio/Content/Material Library/powder_coat_emissive.shader
@@ -110,7 +110,7 @@ bool evalTwoSided()
vec3 computeFrontMaterialEmissive()
{
- return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( ( fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( 1.000000, 1.000000, 1.000000 ) ), tmp3 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint * emission_color.rgb ) * intensity ) ) ) );
+ return intensity * emission_color.rgb * fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), 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 )
@@ -214,12 +214,12 @@ float evalCutout()
vec3 computeNormal()
{
- return( fileBumpTexture(powdercoat_bump_texture, bump_factor, mono_average, transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), texture_scaling ), tmp3 ), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) );
+ return( fileBumpTexture(powdercoat_bump_texture, bump_factor, mono_average, scaleCoordinate(texture_scaling, textureCoordinateInfo(texcoordTransformed_powdercoat_bump_texture(texCoord0), tangent, binormal )), vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal ) );
}
void computeTemporaries()
{
- tmp3 = textureCoordinateInfo( texCoord0, tangent, binormal );
+ tmp3 = textureCoordinateInfo( texcoordTransformed_emissive_texture(texCoord0), tangent, binormal );
ftmp0 = vec3( reflectivity );
tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}