bloom: use emissive instead of base_color for emissive (#12220)
# Objective - bloom is not working anymore in 3d after https://github.com/bevyengine/bevy/pull/12163 ## Solution - Fix a copy paste mistake and use emissive for the emissive
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@ -716,7 +716,7 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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StandardMaterialUniform {
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StandardMaterialUniform {
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base_color: LinearRgba::from(self.base_color).to_f32_array().into(),
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base_color: LinearRgba::from(self.base_color).to_f32_array().into(),
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emissive: LinearRgba::from(self.base_color).to_f32_array().into(),
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emissive: LinearRgba::from(self.emissive).to_f32_array().into(),
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roughness: self.perceptual_roughness,
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roughness: self.perceptual_roughness,
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metallic: self.metallic,
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metallic: self.metallic,
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reflectance: self.reflectance,
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reflectance: self.reflectance,
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