From 9f75a535ad22e1a87a607b797db0c416be7236ec Mon Sep 17 00:00:00 2001
From: Ptolemy <ptolemy@lindenlab.com>
Date: Tue, 28 Jun 2022 14:05:16 -0700
Subject: [PATCH] SL-17274: PBR: Add Emissive

---
 .../app_settings/shaders/class3/deferred/softenLightF.glsl     | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 295cf5f7435..aa146b4bcc0 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -32,6 +32,7 @@
 #define DEBUG_PBR_RAW_SPEC         0 // Output: use spec in G-Buffer
 #define DEBUG_PBR_IRRADIANCE       0 // Output: Diffuse Irradiance
 #define DEBUG_PBR_DIFFUSE          0 // Output: Radiance Lambertian
+#define DEBUG_PBR_EMISSIVE         0 // Output: Emissive
 #define DEBUG_PBR_ORM              0 // Output: Packed Occlusion Roughness Metal
 #define DEBUG_PBR_OCCLUSION        0 // Output: Occlusion map
 #define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
@@ -203,7 +204,7 @@ void main()
     if (hasPBR)
     {
         vec3 colorDiffuse      = vec3(0);
-        vec3 colorEmissive     = vec3(0);
+        vec3 colorEmissive     = texture2DRect(emissiveRect, tc).rgb;
         vec3 colorSpec         = vec3(0);
 //      vec3 colorClearCoat    = vec3(0);
 //      vec3 colorSheen        = vec3(0);
-- 
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