2014-08-18 17:49:44 +02:00
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D tex;
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#else
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2014-01-25 21:00:02 +01:00
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uniform sampler2D tex;
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2014-08-18 17:49:44 +02:00
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#endif
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2014-02-28 17:29:05 +01:00
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2014-01-25 21:00:02 +01:00
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in vec2 uv;
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2014-08-07 01:50:53 +02:00
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in vec4 color;
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2014-01-25 21:00:02 +01:00
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out vec4 FragColor;
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void main(void)
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{
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2014-08-07 01:50:53 +02:00
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vec4 col = texture(tex, uv);
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2014-08-18 17:49:44 +02:00
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#ifdef GL_ARB_bindless_texture
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2014-08-28 21:59:55 +02:00
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#ifdef SRGBBindlessFix
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2014-08-18 17:49:44 +02:00
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col.xyz = pow(col.xyz, vec3(2.2));
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2014-08-28 21:59:55 +02:00
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#endif
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2014-08-18 17:49:44 +02:00
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#endif
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2014-08-07 01:50:53 +02:00
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col.xyz *= pow(color.xyz, vec3(2.2));
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2014-08-07 02:12:13 +02:00
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if (col.a < 0.5) discard;
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2014-08-07 01:50:53 +02:00
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FragColor = vec4(col.xyz, 1.);
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2014-01-25 21:00:02 +01:00
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}
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