fix emissive value in StandardMaterial after swith to LinearRgba (#13502)
# Objective
- #13352 broke bloom in 3d
## Solution
- Use the correct value for `emissive` in `StandardMaterial`. It's
computed just above but unused
d87505899f/crates/bevy_pbr/src/pbr_material.rs (L975-L976)
## Testing
- Run example `bloom_3d`
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@ -977,7 +977,7 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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StandardMaterialUniform {
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base_color: LinearRgba::from(self.base_color).to_vec4(),
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emissive: self.emissive.to_vec4(),
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emissive,
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roughness: self.perceptual_roughness,
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metallic: self.metallic,
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reflectance: self.reflectance,
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