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shaders use material emission too
1 parent 10468de commit dcd4326

1 file changed

Lines changed: 3 additions & 3 deletions

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  • lib/PDL/Graphics/TriD

lib/PDL/Graphics/TriD/GL.pm

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -146,20 +146,20 @@ fs_out_light => <<'EOF',
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vPosition, gl_FrontFacing ? vNormal : -vNormal, in_diffuse,
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ambient, diffuse, spec
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);
149-
gl_FragColor = ambient + diffuse + spec;
149+
gl_FragColor = ambient + diffuse + spec + gl_FrontMaterial.emission;
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EOF
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vs_out_lightgouraudstart => " vec3 vNormal, vPosition;\n vec4 vLightpos;\n",
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vs_out_lightgouraud => <<'EOF',
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vFrontcolour = lightfuncgouraud(
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vLightpos, gl_LightSource[lightind].ambient, gl_LightSource[lightind].diffuse, gl_LightSource[lightind].specular,
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gl_FrontMaterial.ambient, gl_FrontMaterial.specular, gl_FrontMaterial.shininess,
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vPosition, vNormal
157-
);
157+
) + gl_FrontMaterial.emission;
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vBackcolour = lightfuncgouraud(
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vLightpos, gl_LightSource[lightind].ambient, gl_LightSource[lightind].diffuse, gl_LightSource[lightind].specular,
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gl_FrontMaterial.ambient, gl_FrontMaterial.specular, gl_FrontMaterial.shininess,
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vPosition, -vNormal
162-
);
162+
) + gl_BackMaterial.emission;
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EOF
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fs_out_lightgouraud => <<'EOF',
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gl_FragColor = (gl_FrontFacing ? vFrontcolour : vBackcolour) * in_diffuse;

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