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- #ifndef Use_Bindless_Texture
- uniform sampler2D tex;
- #endif
- in vec2 uv;
- in vec3 nor;
- in vec4 color;
- #ifdef Use_Bindless_Texture
- flat in uvec2 handle;
- #endif
- layout (location = 0) out vec3 RSMColor;
- layout (location = 1) out vec3 RSMNormals;
- void main()
- {
- #ifdef Use_Bindless_Texture
- vec4 col = texture(sampler2D(handle), uv);
- #ifdef SRGBBindlessFix
- col.xyz = pow(col.xyz, vec3(2.2));
- #endif
- #else
- vec4 col = texture(tex, uv);
- #endif
- if (col.a < .5) discard;
- RSMColor = col.xyz * color.rgb;
- RSMNormals = .5 * normalize(nor) + .5;
- }
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