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@animech-public/playcanvas

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var emissivePS = /* glsl */` #ifdef MAPCOLOR uniform vec3 material_emissive; #endif #ifdef MAPFLOAT uniform float material_emissiveIntensity; #endif void getEmission() { dEmission = vec3(1.0); #ifdef MAPFLOAT dEmission *= material_emissiveIntensity; #endif #ifdef MAPCOLOR dEmission *= material_emissive; #endif #ifdef MAPTEXTURE dEmission *= $DECODE(texture2DBias($SAMPLER, $UV, textureBias)).$CH; #endif #ifdef MAPVERTEX dEmission *= gammaCorrectInput(saturate(vVertexColor.$VC)); #endif } `; export { emissivePS as default };