stk-code_catmod/data/shaders/object_pass1.frag

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#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D tex;
#else
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uniform sampler2D tex;
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#endif
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in vec3 nor;
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in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
void main(void)
{
float glossmap = texture(tex, uv).x;
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = glossmap;
}