2014-12-18 16:09:14 -05:00
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#ifndef Use_Bindless_Texture
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2014-08-22 18:18:14 -04:00
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uniform sampler2D Albedo;
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2014-10-04 20:30:01 -04:00
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uniform sampler2D SpecMap;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-22 18:18:14 -04:00
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flat in sampler2D handle;
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2014-10-04 20:30:01 -04:00
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flat in sampler2D secondhandle;
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2014-08-22 18:18:14 -04:00
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#endif
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2016-06-25 19:14:11 -04:00
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uniform vec2 color_change;
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2014-08-22 18:18:14 -04:00
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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2014-11-22 09:59:22 -05:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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2016-06-25 19:14:11 -04:00
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float rgbToValue(vec3 c);
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vec3 hsvToRgb(vec3 c);
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2014-08-22 18:18:14 -04:00
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void main(void)
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{
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-28 15:59:55 -04:00
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vec4 col = texture(handle, uv);
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2014-10-04 20:30:01 -04:00
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float specmap = texture(secondhandle, uv).g;
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2014-11-22 09:59:22 -05:00
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float emitmap = texture(secondhandle, uv).b;
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2014-08-28 15:59:55 -04:00
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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2014-08-22 18:18:14 -04:00
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#else
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vec4 col = texture(Albedo, uv);
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2014-10-04 20:30:01 -04:00
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float specmap = texture(SpecMap, uv).g;
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2014-11-22 09:59:22 -05:00
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float emitmap = texture(SpecMap, uv).b;
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2014-08-22 18:18:14 -04:00
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#endif
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2016-06-25 19:14:11 -04:00
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2016-06-26 03:52:47 -04:00
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if (color_change.x > 0.0)
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2016-06-25 19:14:11 -04:00
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{
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vec3 new_color = hsvToRgb(vec3(color_change.x, color_change.y, rgbToValue(col.rgb)));
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col = vec4(new_color.b, new_color.g, new_color.r, col.a);
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}
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2014-08-22 18:18:14 -04:00
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col.xyz *= pow(color.xyz, vec3(2.2));
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2016-06-25 19:14:11 -04:00
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2014-11-22 09:59:22 -05:00
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap) , 1.);
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2014-08-22 18:18:14 -04:00
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}
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