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- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D tex_layout;
- layout(bindless_sampler) uniform sampler2D tex_detail0;
- layout(bindless_sampler) uniform sampler2D tex_detail1;
- layout(bindless_sampler) uniform sampler2D tex_detail2;
- layout(bindless_sampler) uniform sampler2D tex_detail3;
- #else
- uniform sampler2D tex_layout;
- uniform sampler2D tex_detail0;
- uniform sampler2D tex_detail1;
- uniform sampler2D tex_detail2;
- uniform sampler2D tex_detail3;
- #endif
- in vec2 uv;
- in vec2 uv_bis;
- out vec4 FragColor;
- vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
- void main() {
- // Splatting part
- vec4 splatting = texture(tex_layout, uv_bis);
- vec4 detail0 = texture(tex_detail0, uv);
- vec4 detail1 = texture(tex_detail1, uv);
- vec4 detail2 = texture(tex_detail2, uv);
- vec4 detail3 = texture(tex_detail3, uv);
- vec4 detail4 = vec4(0.0);
- #ifdef Use_Bindless_Texture
- #ifdef SRGBBindlessFix
- detail0.xyz = pow(detail0.xyz, vec3(2.2));
- detail1.xyz = pow(detail1.xyz, vec3(2.2));
- detail2.xyz = pow(detail2.xyz, vec3(2.2));
- detail3.xyz = pow(detail3.xyz, vec3(2.2));
- #endif
- #endif
- vec4 splatted = splatting.r * detail0 +
- splatting.g * detail1 +
- splatting.b * detail2 +
- max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
- FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 0., 0.), 1.);
- }
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