ADD: emissive, occlusion
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@@ -28,10 +28,14 @@ public:
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// Optional tangent-space normal map for PBR (placeholder; not wired yet)
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// When enabled later, this will be sampled in shaders and requires tangents.
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std::string normalPath;
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std::string occlusionPath;
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std::string emissivePath;
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bool albedoSRGB = true;
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bool metalRoughSRGB = false;
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bool normalSRGB = false; // normal maps are typically non-sRGB
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bool occlusionSRGB = false;
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bool emissiveSRGB = true;
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GLTFMetallic_Roughness::MaterialConstants constants{};
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