stk-code_catmod/data/shaders/objectref_pass1.frag

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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D tex;
layout(bindless_sampler) uniform sampler2D glosstex;
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#else
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uniform sampler2D tex;
uniform sampler2D glosstex;
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#endif
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in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
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void main() {
vec4 col = texture(tex, uv);
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if (col.a < 0.5)
discard;
float glossmap = texture(glosstex, uv).x;
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = glossmap;
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}