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

11 lines
223 B
GLSL

in vec2 interpolated_uv;
uniform sampler2D occlusion_texture;
out vec4 output_color;
void main()
{
vec4 sampled_pixel = texture(occlusion_texture, interpolated_uv).rrra;
output_color = vec4(sampled_pixel.rgb, 1.0);
}