stk-code_catmod/data/shaders/instanced_objectref_pass2.frag

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#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
#endif
in vec2 uv;
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 col = texture(handle, uv);
#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
#endif
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#else
vec4 col = texture(Albedo, uv);
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(col.xyz * LightFactor, 1.);
}