2014-12-18 16:09:14 -05:00
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#ifndef Use_Bindless_Texture
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2014-08-26 13:46:02 -04:00
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uniform sampler2D tex;
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#endif
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-26 13:46:02 -04:00
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flat in sampler2D handle;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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void main(void)
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{
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-26 13:46:02 -04:00
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vec4 col = texture(handle, uv);
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2014-08-28 15:59:55 -04:00
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#ifdef SRGBBindlessFix
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2014-08-26 13:46:02 -04:00
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col.xyz = pow(col.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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2014-08-26 13:46:02 -04:00
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#else
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vec4 col = texture(tex, uv);
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a < 0.5) discard;
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FragColor = vec4(col.xyz, 1.);
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}
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