2014-08-26 12:55:08 -04:00
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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2014-10-05 14:37:49 -04:00
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uniform sampler2D SpecMap;
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2014-08-26 12:55:08 -04:00
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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2014-10-05 14:37:49 -04:00
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flat in sampler2D secondhandle;
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2014-09-19 14:13:07 -04:00
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flat in sampler2D thirdhandle;
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2014-08-26 12:55:08 -04:00
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#endif
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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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2014-11-22 09:59:22 -05:00
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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2014-08-26 12:55:08 -04:00
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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2014-10-05 14:37:49 -04:00
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float specmap = texture(secondhandle, uv).g;
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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 12:55:08 -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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2014-09-19 14:13:07 -04:00
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vec4 detail = texture(thirdhandle, uv_bis);
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2014-08-26 12:55:08 -04:00
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#else
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vec4 color = texture(Albedo, uv);
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vec4 detail = texture(Detail, uv_bis);
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2014-10-05 14:37:49 -04:00
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float specmap = texture(SpecMap, uv).g;
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2014-08-26 12:55:08 -04:00
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#endif
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color *= detail;
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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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2014-08-26 12:55:08 -04:00
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}
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