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-rw-r--r--Studio/Content/Material Library/rubber_studded_emissive.shader4
1 files changed, 2 insertions, 2 deletions
diff --git a/Studio/Content/Material Library/rubber_studded_emissive.shader b/Studio/Content/Material Library/rubber_studded_emissive.shader
index ff4526ae..de45c938 100644
--- a/Studio/Content/Material Library/rubber_studded_emissive.shader
+++ b/Studio/Content/Material Library/rubber_studded_emissive.shader
@@ -109,7 +109,7 @@ bool evalTwoSided()
vec3 computeFrontMaterialEmissive()
{
- return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity*( emission_color*( fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp6, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint*fileTexture(emissive_mask_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp6, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint ) ) ) ) ) );
+ return( vec3( 1.0, 1.0, 1.0) * vec3( vec3( ( intensity * ( emission_color.rgb * ( fileTexture(emissive_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp6, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).tint*fileTexture(emissive_mask_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp6, 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 )
@@ -209,7 +209,7 @@ void computeTemporaries()
vec4 computeLayerWeights( in float alpha )
{
vec4 color;
- color = weightedLayer( 1.000000, vec4( base_color, 1.0).rgb, layers[1].layer, layers[1].base, alpha );
+ color = weightedLayer( 1.000000, base_color.rgb, layers[1].layer, layers[1].base, alpha );
color = fresnelLayer( tmp5, vec3( material_ior ), glossy_weight, vec4( vec3( 1, 1, 1 ), 1.0).rgb, layers[0].layer, color, color.a );
return color;
}