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- #ifndef Use_Bindless_Texture
- uniform sampler2D glosstex;
- #endif
- #ifdef Use_Bindless_Texture
- flat in sampler2D secondhandle;
- #endif
- in vec3 nor;
- in vec2 uv;
- out vec3 EncodedNormal;
- vec2 EncodeNormal(vec3 n);
- void main(void)
- {
- #ifdef Use_Bindless_Texture
- float glossmap = texture(secondhandle, uv).x;
- #else
- float glossmap = texture(glosstex, uv).x;
- #endif
- EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
- EncodedNormal.z = glossmap;
- }
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