2014-12-18 22:09:14 +01:00
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#ifdef Use_Bindless_Texture
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2014-08-18 17:49:44 +02:00
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D Detail;
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2014-10-05 20:47:13 +02:00
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layout(bindless_sampler) uniform sampler2D SpecMap;
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2014-08-18 17:49:44 +02:00
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#else
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2014-01-26 01:56:08 +01:00
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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2014-10-05 20:47:13 +02:00
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uniform sampler2D SpecMap;
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2014-08-18 17:49:44 +02:00
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#endif
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2014-02-28 17:29:05 +01:00
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2014-01-26 01:56:08 +01:00
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in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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2014-02-28 17:29:05 +01:00
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2014-11-22 15:59:22 +01:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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2014-01-26 01:56:08 +01:00
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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2014-12-18 22:09:14 +01:00
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#ifdef Use_Bindless_Texture
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2014-08-28 21:59:55 +02:00
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#ifdef SRGBBindlessFix
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2014-08-18 17:49:44 +02:00
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color.xyz = pow(color.xyz, vec3(2.2));
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2014-08-28 21:59:55 +02:00
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#endif
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2014-08-18 17:49:44 +02:00
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#endif
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2014-03-21 18:36:47 +01:00
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vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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2014-10-05 20:47:13 +02:00
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float specmap = texture(SpecMap, uv).g;
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2014-11-22 15:59:22 +01:00
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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2014-01-26 01:56:08 +01:00
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}
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