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@@ -86,7 +86,7 @@ varying vec4 vColor;
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#else
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#else
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varying vec2 vEmissiveUV;
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varying vec2 vEmissiveUV;
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#endif
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#endif
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- uniform highp sampler3D emissiveSampler;
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+ uniform sampler2D emissiveSampler;
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#endif
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#endif
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#ifdef LIGHTMAP
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#ifdef LIGHTMAP
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@@ -366,7 +366,7 @@ vec3 reflectionColor = vec3(0., 0., 0.);
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// Emissive
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// Emissive
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vec3 emissiveColor = vEmissiveColor;
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vec3 emissiveColor = vEmissiveColor;
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#ifdef EMISSIVE
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#ifdef EMISSIVE
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- emissiveColor += texture(emissiveSampler, vec3(vEmissiveUV + uvOffset, 0.)).rgb * vEmissiveInfos.y;
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+ emissiveColor += texture2D(emissiveSampler, vEmissiveUV + uvOffset).rgb * vEmissiveInfos.y;
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#endif
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#endif
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#ifdef EMISSIVEFRESNEL
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#ifdef EMISSIVEFRESNEL
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