Use specmap value
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88954a5d88
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@ -1,9 +1,11 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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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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flat in sampler2D secondhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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@ -15,12 +17,14 @@ void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(getLightFactor(col.xyz, vec3(specmap), 1.), 1.);
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}
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@ -1,9 +1,11 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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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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flat in sampler2D secondhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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@ -15,13 +17,15 @@ void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
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}
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