stk-code_catmod/data/shaders/detailed_object_pass2.frag

31 lines
793 B
GLSL
Raw Normal View History

2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-18 11:49:44 -04:00
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D Detail;
2014-10-05 14:47:13 -04:00
layout(bindless_sampler) uniform sampler2D SpecMap;
2014-08-18 11:49:44 -04:00
#else
2014-01-25 19:56:08 -05:00
uniform sampler2D Albedo;
uniform sampler2D Detail;
2014-10-05 14:47:13 -04:00
uniform sampler2D SpecMap;
2014-08-18 11:49:44 -04:00
#endif
2014-01-25 19:56:08 -05:00
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
2014-01-25 19:56:08 -05:00
void main(void)
{
vec4 color = texture(Albedo, uv);
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
2014-08-18 11:49:44 -04:00
color.xyz = pow(color.xyz, vec3(2.2));
#endif
2014-08-18 11:49:44 -04:00
#endif
2014-03-21 13:36:47 -04:00
vec4 detail = texture(Detail, uv_bis);
detail.rgb = detail.a * detail.rgb;
2016-12-30 21:41:37 -05:00
color.rgb = detail.rgb + color.rgb * (1. - detail.a);
2014-10-05 14:47:13 -04:00
float specmap = texture(SpecMap, uv).g;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
2014-01-25 19:56:08 -05:00
}