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#ifndef INCLUDE_CUSTOM_EMISSION
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#define INCLUDE_CUSTOM_EMISSION
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float GetCustomEmission(vec4 specularMap, vec2 texCoordM) {
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#if CUSTOM_EMISSION_INTENSITY > 0
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#if RP_MODE == 2 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 2 // seuspbr
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float emission = specularMap.b;
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#elif RP_MODE == 3 || RP_MODE == 1 && IPBR_EMISSIVE_MODE == 3 // labPBR
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float emission = specularMap.a < 1.0 ? specularMap.a : 0.0;
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vec4 specularMapL0 = texture2DLod(specular, texCoordM, 0);
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float emissionL0 = specularMapL0.a < 1.0 ? specularMapL0.a : 0.0;
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emission = min(emission, emissionL0); // Fixes issues caused by mipmaps
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#endif
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return emission * 0.03 * CUSTOM_EMISSION_INTENSITY;
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#else
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return 0.0;
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#endif
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}
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#ifdef IPBR
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float GetCustomEmissionForIPBR(inout vec4 color, float emission) {
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vec4 specularMapCheck = texture2DLod(specular, texCoord, 1000.0);
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if (specularMapCheck.a == 0.0) return emission;
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color = texture2D(tex, texCoord);
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vec4 specularMap = texture2D(specular, texCoord);
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float customEmission = GetCustomEmission(specularMap, texCoord);
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return customEmission;
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}
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#endif
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#endif //INCLUDE_CUSTOM_EMISSION
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