2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-18 11:49:44 -04:00
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D Detail;
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2014-10-05 14:47:13 -04:00
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layout(bindless_sampler) uniform sampler2D SpecMap;
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2014-08-18 11:49:44 -04:00
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#else
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2014-01-25 19:56:08 -05:00
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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2014-10-05 14:47:13 -04:00
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uniform sampler2D SpecMap;
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2014-08-18 11:49:44 -04:00
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#endif
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2014-02-28 11:29:05 -05:00
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2014-01-25 19:56:08 -05:00
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in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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2014-02-28 11:29:05 -05:00
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2014-11-22 09:59:22 -05:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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2014-01-25 19:56:08 -05:00
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-28 15:59:55 -04:00
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#ifdef SRGBBindlessFix
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2014-08-18 11:49:44 -04:00
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color.xyz = pow(color.xyz, vec3(2.2));
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2014-08-28 15:59:55 -04:00
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#endif
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2014-08-18 11:49:44 -04:00
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#endif
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2014-03-21 13:36:47 -04:00
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vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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2014-10-05 14:47:13 -04:00
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float specmap = texture(SpecMap, uv).g;
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2014-11-22 09:59:22 -05:00
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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2014-01-25 19:56:08 -05:00
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}
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