2014-08-18 11:49:44 -04:00
|
|
|
#ifdef GL_ARB_bindless_texture
|
|
|
|
layout(bindless_sampler) uniform sampler2D Albedo;
|
|
|
|
#else
|
2014-01-18 19:32:08 -05:00
|
|
|
uniform sampler2D Albedo;
|
2014-08-18 11:49:44 -04:00
|
|
|
#endif
|
2014-02-28 11:29:05 -05:00
|
|
|
|
2014-01-18 19:32:08 -05:00
|
|
|
in vec2 uv;
|
2014-08-06 20:11:55 -04:00
|
|
|
in vec4 color;
|
2014-01-19 13:31:00 -05:00
|
|
|
out vec4 FragColor;
|
2014-02-28 11:29:05 -05:00
|
|
|
|
2014-03-21 13:36:47 -04:00
|
|
|
vec3 getLightFactor(float specMapValue);
|
2014-01-18 19:32:08 -05:00
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
2014-08-06 20:11:55 -04:00
|
|
|
vec4 col = texture(Albedo, uv);
|
2014-08-18 11:49:44 -04:00
|
|
|
#ifdef GL_ARB_bindless_texture
|
2014-08-28 15:59:55 -04:00
|
|
|
#ifdef SRGBBindlessFix
|
2014-08-18 11:49:44 -04:00
|
|
|
col.xyz = pow(col.xyz, vec3(2.2));
|
2014-08-28 15:59:55 -04:00
|
|
|
#endif
|
2014-08-18 11:49:44 -04:00
|
|
|
#endif
|
2014-08-06 20:11:55 -04:00
|
|
|
col.xyz *= pow(color.xyz, vec3(2.2));
|
|
|
|
if (col.a * color.a < 0.5) discard;
|
2014-03-21 13:36:47 -04:00
|
|
|
vec3 LightFactor = getLightFactor(1.);
|
2014-08-06 20:11:55 -04:00
|
|
|
FragColor = vec4(col.xyz * LightFactor, 1.);
|
2014-01-18 19:32:08 -05:00
|
|
|
}
|