stk-code_catmod/data/shaders/detailed_object_pass2.frag

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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D Detail;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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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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in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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void main(void)
{
vec4 color = texture(Albedo, uv);
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#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
#endif
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#endif
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vec4 detail = texture(Detail, uv_bis);
color *= detail;
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float specmap = texture(SpecMap, uv).g;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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}