assimp/contrib/tinyusdz/tinyusdz_repo/examples/openglviewer/shaders/emissive_map.frag

11 lines
263 B
GLSL

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