stk-code_catmod/data/shaders/instanced_detailledobject_pass2.frag

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#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
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flat in sampler2D secondhandle;
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flat in sampler2D thirdhandle;
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#endif
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
#endif
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vec4 detail = texture(thirdhandle, uv_bis);
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#else
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
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float specmap = texture(SpecMap, uv).g;
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#endif
color *= detail;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.);
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}