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in vec2 interpolated_uv;
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uniform sampler2D emissive_texture;
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uniform vec3 emissive_factor;
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out vec4 output_color;
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void main()
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{
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vec4 sampled_pixel = texture(emissive_texture, interpolated_uv);
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output_color = vec4(emissive_factor * sampled_pixel.rgb, 1.0);
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}
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