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- #ifndef Use_Bindless_Texture
- uniform sampler2D tex;
- uniform sampler2D glosstex;
- #endif
- #ifdef Use_Bindless_Texture
- flat in sampler2D handle;
- flat in sampler2D secondhandle;
- #endif
- in vec3 nor;
- in vec2 uv;
- out vec3 EncodedNormal;
- vec2 EncodeNormal(vec3 n);
- void main() {
- #ifdef Use_Bindless_Texture
- vec4 col = texture(handle, uv);
- float glossmap = texture(secondhandle, uv).x;
- #else
- vec4 col = texture(tex, uv);
- float glossmap = texture(glosstex, uv).x;
- #endif
- if (col.a < 0.5)
- discard;
- EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
- EncodedNormal.z = glossmap;
- }
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