stk-code_catmod/data/shaders/objectref_pass2.frag

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GLSL
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#ifdef GL_ARB_bindless_texture
layout(bindless_sampler) uniform sampler2D Albedo;
#else
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uniform sampler2D Albedo;
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#endif
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in vec2 uv;
in vec4 color;
out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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void main(void)
{
vec4 col = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
#endif
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#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
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vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(col.xyz * LightFactor, 1.);
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}