2014-08-18 11:49:44 -04:00
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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2014-10-05 14:47:13 -04:00
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layout(bindless_sampler) uniform sampler2D SpecMap;
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2014-08-18 11:49:44 -04:00
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#else
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2014-01-18 19:32:08 -05:00
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uniform sampler2D Albedo;
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2014-10-05 14:47:13 -04:00
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uniform sampler2D SpecMap;
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2014-08-18 11:49:44 -04:00
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#endif
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2014-02-28 11:29:05 -05:00
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2014-01-18 19:32:08 -05:00
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in vec2 uv;
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2014-08-06 20:11:55 -04:00
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in vec4 color;
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2014-01-19 13:31:00 -05:00
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out vec4 FragColor;
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2014-02-28 11:29:05 -05:00
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2014-10-04 20:12:04 -04:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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2014-01-18 19:32:08 -05:00
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void main(void)
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{
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2014-08-06 20:11:55 -04:00
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vec4 col = texture(Albedo, uv);
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2014-08-18 11:49:44 -04:00
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#ifdef GL_ARB_bindless_texture
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2014-08-28 15:59:55 -04:00
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#ifdef SRGBBindlessFix
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2014-08-18 11:49:44 -04:00
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col.xyz = pow(col.xyz, vec3(2.2));
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2014-08-28 15:59:55 -04:00
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#endif
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2014-08-18 11:49:44 -04:00
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#endif
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2014-08-06 20:11:55 -04:00
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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2014-10-05 14:47:13 -04:00
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float specmap = texture(SpecMap, uv).g;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
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2014-01-18 19:32:08 -05:00
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}
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