stk-code_catmod/data/shaders/instanced_rsm.frag

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#ifndef Use_Bindless_Texture
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uniform sampler2D tex;
#endif
in vec2 uv;
in vec3 nor;
in vec4 color;
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#ifdef Use_Bindless_Texture
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flat in uvec2 handle;
#endif
layout (location = 0) out vec3 RSMColor;
layout (location = 1) out vec3 RSMNormals;
void main()
{
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#ifdef Use_Bindless_Texture
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vec4 col = texture(sampler2D(handle), uv);
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(tex, uv);
#endif
if (col.a < .5) discard;
RSMColor = col.xyz * color.rgb;
RSMNormals = .5 * normalize(nor) + .5;
}