# PBR effect with emission texture support # This effect extends the default PBR pipeline to support emission textures fragment: defines: | #define USE_EMISSION_TEXTURE 1 inout: | uniform sampler2D p3d_Texture6; // Emission texture material: | // Fetch emission value from texture if available #if USE_EMISSION_TEXTURE vec3 sampled_emission = texture(p3d_Texture6, texcoord).xyz; // For emissive materials, add the texture emission to the base color if (mInput.shading_model == SHADING_MODEL_EMISSIVE) { m.basecolor += sampled_emission * 2.0; // Boost emission intensity } #endif