stk-code_catmod/data/shaders/instanced_detailed_object_pass2.frag

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#ifndef Use_Bindless_Texture
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uniform sampler2D Albedo;
uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
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#ifdef Use_Bindless_Texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
flat in sampler2D fourthhandle;
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#endif
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
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void main(void)
{
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#ifdef Use_Bindless_Texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
#endif
vec4 detail = texture(fourthhandle, uv_bis);
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#else
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
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float specmap = texture(SpecMap, uv).g;
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#endif
detail.rgb = detail.a * detail.rgb;
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color.rgb = detail.rgb + color.rgb * (1. - detail.a);
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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}