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- #ifndef Use_Bindless_Texture
- uniform sampler2D Albedo;
- uniform sampler2D SpecMap;
- #endif
- #ifdef Use_Bindless_Texture
- flat in sampler2D handle;
- flat in sampler2D secondhandle;
- #endif
- in vec2 uv;
- in vec4 color;
- out vec4 FragColor;
- vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
- void main(void)
- {
- #ifdef Use_Bindless_Texture
- vec4 col = texture(handle, uv);
- float specmap = texture(secondhandle, uv).g;
- #ifdef SRGBBindlessFix
- col.xyz = pow(col.xyz, vec3(2.2));
- #endif
- #else
- vec4 col = texture(Albedo, uv);
- float specmap = texture(SpecMap, uv).g;
- #endif
- col.xyz *= pow(color.xyz, vec3(2.2));
- if (col.a * color.a < 0.5) discard;
- FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.);
- }
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