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Only add emission on base pass in GLES3
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clayjohn committed Oct 17, 2021
1 parent fddbbf4 commit a4e8ba8
Showing 1 changed file with 12 additions and 3 deletions.
15 changes: 12 additions & 3 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2304,15 +2304,21 @@ FRAGMENT_SHADER_CODE
float max_emission = max(emission.r, max(emission.g, emission.b));
float max_ambient = max(ambient_light.r, max(ambient_light.g, ambient_light.b));
float max_diffuse = max(diffuse_light.r, max(diffuse_light.g, diffuse_light.b));
float total_ambient = max_ambient + max_diffuse + max_emission;
float total_ambient = max_ambient + max_diffuse;
#ifdef USE_FORWARD_LIGHTING
total_ambient += max_emission;
#endif
float ambient_scale = (total_ambient > 0.0) ? (max_ambient + ambient_occlusion_affect_light * max_diffuse) / total_ambient : 0.0;

#if defined(ENABLE_AO)
ambient_scale = mix(0.0, ambient_scale, ambient_occlusion_affect_ao_channel);
#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, ambient_scale);
diffuse_buffer = vec4(diffuse_light + ambient_light, ambient_scale);
specular_buffer = vec4(specular_light, metallic);

#ifdef USE_FORWARD_LIGHTING
diffuse_buffer.rgb += emission;
#endif
#endif //SHADELESS

normal_mr_buffer = vec4(normalize(normal) * 0.5 + 0.5, roughness);
Expand All @@ -2326,7 +2332,10 @@ FRAGMENT_SHADER_CODE
#ifdef SHADELESS
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
#ifdef USE_FORWARD_LIGHTING
frag_color.rgb += emission;
#endif
#endif //SHADELESS

#endif //USE_MULTIPLE_RENDER_TARGETS
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