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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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#endif
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in vec2 uv;
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in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
void main(void)
{
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#ifdef Use_Bindless_Texture
vec4 col = texture(Albedo, uv);
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
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#else
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vec4 col = texture(Albedo, uv);
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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float specmap = texture(SpecMap, uv).g;
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float emitmap = texture(SpecMap, uv).b;
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
}