group_uniforms Emission; uniform vec4 emission : source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform float emission_energy = 1.0; uniform sampler2D emission_texture : hint_default_black; group_uniforms; vec3 emission_fragment(vec2 uv) { return (emission.rgb + texture(emission_texture, uv).rgb) * emission_energy; }