stk-code_catmod/data/shaders/object_pass2.frag

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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;
layout(bindless_sampler) uniform sampler2D colorization_mask;
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#else
uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
uniform sampler2D colorization_mask;
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#endif
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uniform vec2 color_change;
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in vec2 uv;
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in vec4 color;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
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#ifdef Use_Bindless_Texture
vec4 col = texture(Albedo, uv);
float mask = texture(colorization_mask, uv).a;
#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);
float mask = texture(colorization_mask, uv).a;
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#endif
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if (color_change.x > 0.0)
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{
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step));
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
col = vec4(new_color.r, new_color.g, new_color.b, col.a);
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}
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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.);
}