stk-code_catmod/data/shaders/instanced_detailed_object_pass2.frag

35 lines
887 B
GLSL
Raw Normal View History

2014-12-18 16:09:14 -05:00
#ifndef Use_Bindless_Texture
2014-08-26 12:55:08 -04:00
uniform sampler2D Albedo;
uniform sampler2D Detail;
2014-10-05 14:37:49 -04:00
uniform sampler2D SpecMap;
2014-08-26 12:55:08 -04:00
#endif
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-26 12:55:08 -04:00
flat in sampler2D handle;
2014-10-05 14:37:49 -04:00
flat in sampler2D secondhandle;
2014-09-19 14:13:07 -04:00
flat in sampler2D thirdhandle;
2014-08-26 12:55:08 -04:00
#endif
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
2014-08-26 12:55:08 -04:00
void main(void)
{
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-26 12:55:08 -04:00
vec4 color = texture(handle, uv);
2014-10-05 14:37:49 -04:00
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
2014-08-26 12:55:08 -04:00
color.xyz = pow(color.xyz, vec3(2.2));
#endif
2014-09-19 14:13:07 -04:00
vec4 detail = texture(thirdhandle, uv_bis);
2014-08-26 12:55:08 -04:00
#else
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
2014-10-05 14:37:49 -04:00
float specmap = texture(SpecMap, uv).g;
2014-08-26 12:55:08 -04:00
#endif
color *= detail;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
2014-08-26 12:55:08 -04:00
}