Do not undefine builtin macros.

This commit is contained in:
Vincent Lejeune 2014-12-18 22:09:14 +01:00
parent bccde0ce34
commit c4e5a720f7
33 changed files with 82 additions and 84 deletions

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D Detail;
layout(bindless_sampler) uniform sampler2D SpecMap;
@ -23,7 +23,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
vec4 color = texture(Albedo, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D dtex;
layout(bindless_sampler) uniform sampler2D SpecMap;
@ -17,7 +17,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
vec4 color = texture(Albedo, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif

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@ -1,10 +1,10 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
flat in sampler2D thirdhandle;
@ -17,7 +17,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix

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@ -9,7 +9,7 @@ layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(location = 10) in sampler2D Handle;
layout(location = 11) in sampler2D SecondHandle;
#endif
@ -27,7 +27,7 @@ in vec3 Scale;
out vec3 nor;
out vec2 uv;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out sampler2D handle;
flat out sampler2D secondhandle;
#endif
@ -42,7 +42,7 @@ void main()
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = Handle;
secondhandle = SecondHandle;
#endif

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D dtex;
#else
uniform sampler2D Albedo;
@ -6,7 +6,7 @@ uniform sampler2D SpecMap;
uniform sampler2D dtex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
@ -18,7 +18,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix

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@ -1,9 +1,9 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D normalMap;
uniform sampler2D glossMap;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D secondhandle;
flat in sampler2D thirdhandle;
#endif
@ -17,7 +17,7 @@ vec2 EncodeNormal(vec3 n);
void main()
{
// normal in Tangent Space
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec3 TS_normal = 2.0 * texture(thirdhandle, uv).rgb - 1.0;
float gloss = texture(secondhandle, uv).x;
#else

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@ -10,7 +10,7 @@ layout(location = 6) in vec3 Bitangent;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(location = 10) in sampler2D Handle;
layout(location = 11) in sampler2D SecondHandle;
layout(location = 13) in sampler2D ThirdHandle;
@ -36,7 +36,7 @@ out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out sampler2D handle;
flat out sampler2D secondhandle;
flat out sampler2D thirdhandle;
@ -56,7 +56,7 @@ void main(void)
uv = Texcoord;
uv_bis = SecondTexcoord;
color = Color.zyxw;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = Handle;
secondhandle = SecondHandle;
thirdhandle = ThirdHandle;

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@ -1,8 +1,8 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D glosstex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D secondhandle;
#endif
in vec3 nor;
@ -13,7 +13,7 @@ vec2 EncodeNormal(vec3 n);
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
float glossmap = texture(secondhandle, uv).x;
#else
float glossmap = texture(glosstex, uv).x;

View File

@ -1,9 +1,9 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
@ -15,7 +15,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
float emitmap = texture(secondhandle, uv).b;

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@ -1,8 +1,8 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D tex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
#endif
@ -12,7 +12,7 @@ out vec4 FragColor;
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));

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@ -1,10 +1,10 @@
// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D tex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
#endif
in vec3 nor;
@ -21,7 +21,7 @@ void main() {
float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
r.y = - r.y;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 detail0 = texture(handle, r.xy / m + .5);
#ifdef SRGBBindlessFix
detail0.xyz = pow(detail0.xyz, vec3(2.2));

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@ -1,9 +1,9 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D tex;
uniform sampler2D glosstex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
@ -14,7 +14,7 @@ out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
void main() {
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float glossmap = texture(secondhandle, uv).x;
#else

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@ -1,9 +1,9 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
@ -15,7 +15,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix

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@ -1,11 +1,11 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D tex;
#endif
in vec2 uv;
in vec3 nor;
in vec4 color;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in uvec2 handle;
#endif
layout (location = 0) out vec3 RSMColor;
@ -13,7 +13,7 @@ layout (location = 1) out vec3 RSMNormals;
void main()
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(sampler2D(handle), uv);
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));

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@ -8,7 +8,7 @@ layout(location = 4) in vec2 SecondTexcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(location = 10) in uvec2 Handle;
#endif
@ -16,7 +16,7 @@ out vec3 nor;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out uvec2 handle;
#endif
@ -33,7 +33,7 @@ void main(void)
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
uv = Texcoord;
color = Color.zyxw;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
}

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@ -1,21 +1,21 @@
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in uvec2 hdle[3];
#endif
in vec2 tc[3];
in int layerId[3];
out vec2 uv;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
out flat uvec2 handle;
#endif
void main(void)
{
gl_Layer = layerId[0];
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = hdle[0];
#endif
for(int i=0; i<3; i++)

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@ -1,8 +1,8 @@
#ifndef GL_ARB_bindless_texture
#ifndef Use_Bindless_Texture
uniform sampler2D tex;
#endif
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat in uvec2 handle;
#endif
in vec2 uv;
@ -11,7 +11,7 @@ out vec4 FragColor;
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(sampler2D(handle), uv);
#else
vec4 col = texture(tex, uv);

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@ -9,7 +9,7 @@ layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(location = 10) in uvec2 Handle;
#endif
@ -25,13 +25,13 @@ in vec3 Scale;
#ifdef VSLayer
out vec2 uv;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out uvec2 handle;
#endif
#else
out vec2 tc;
out int layerId;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out uvec2 hdle;
#endif
#endif
@ -46,14 +46,14 @@ void main(void)
gl_Layer = layer;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
uv = Texcoord;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
#else
layerId = layer;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
tc = Texcoord;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
hdle = Handle;
#endif
#endif

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@ -7,7 +7,7 @@ layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(location = 10) in uvec2 Handle;
#endif
@ -22,13 +22,13 @@ in vec3 Scale;
#ifdef VSLayer
out vec2 uv;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out uvec2 handle;
#endif
#else
out vec2 tc;
out int layerId;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
flat out uvec2 hdle;
#endif
#endif
@ -43,14 +43,14 @@ void main(void)
gl_Layer = layer;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
uv = Texcoord;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
#else
layerId = layer;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
tc = Texcoord;
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
hdle = Handle;
#endif
#endif

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D normalMap;
layout(bindless_sampler) uniform sampler2D DiffuseForAlpha;
#else

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D SpecMap;
#else
@ -14,7 +14,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
vec4 col = texture(Albedo, uv);
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
@ -11,7 +11,7 @@ out vec4 FragColor;
void main(void)
{
vec4 col = texture(tex, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif

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@ -1,6 +1,6 @@
// See http://www.ozone3d.net/tutorials/glsl_texturing_p04.php for ref
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
@ -25,7 +25,7 @@ void main() {
float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z + 1.0) * (r.z + 1.0));
r.y = - r.y;
vec4 detail0 = texture(tex, r.xy / m + .5);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
detail0.xyz = pow(detail0.xyz, vec3(2.2));
#endif

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
layout(bindless_sampler) uniform sampler2D glosstex;
#else

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D SpecMap;
#else
@ -15,7 +15,7 @@ vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapVa
void main(void)
{
vec4 col = texture(Albedo, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex_layout;
layout(bindless_sampler) uniform sampler2D tex_detail0;
layout(bindless_sampler) uniform sampler2D tex_detail1;
@ -32,7 +32,7 @@ void main() {
vec4 detail2 = texture(tex_detail2, uv);
vec4 detail3 = texture(tex_detail3, uv);
vec4 detail4 = vec4(0.0);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
detail0.xyz = pow(detail0.xyz, vec3(2.2));
detail1.xyz = pow(detail1.xyz, vec3(2.2));

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
@ -12,7 +12,7 @@ out vec4 FragColor;
void main()
{
vec4 Color = texture(tex, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
Color.xyz = pow(Color.xyz, vec3(2.2));
#endif
Color.xyz *= pow(color.xyz, vec3(2.2));

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
@ -20,7 +20,7 @@ out vec4 FragColor;
void main()
{
vec4 diffusecolor = texture(tex, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
#endif
diffusecolor.xyz *= pow(color.xyz, vec3(2.2));

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D DiffuseMap;
layout(bindless_sampler) uniform sampler2D SpecularMap;
layout(bindless_sampler) uniform sampler2D SSAO;

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@ -1,4 +1,4 @@
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
@ -20,7 +20,7 @@ out vec4 FragColor;
void main()
{
vec4 diffusecolor = texture(tex, uv);
#ifdef GL_ARB_bindless_texture
#ifdef Use_Bindless_Texture
diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
#endif
diffusecolor.xyz *= pow(color.xyz, vec3(2.2));

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@ -150,11 +150,9 @@ GLuint LoadShader(const char * file, unsigned type)
if (irr_driver->hasVSLayerExtension())
Code += "#extension GL_AMD_vertex_shader_layer : enable\n";
if (irr_driver->useAZDO())
Code += "#extension GL_ARB_bindless_texture : enable\n";
else if (irr_driver->hasARBBindlessTexture())
{
Code += "#extension GL_ARB_bindless_texture : disable\n";
Code += "#undef GL_ARB_bindless_texture\n";
Code += "#extension GL_ARB_bindless_texture : enable\n";
Code += "#define Use_Bindless_Texture\n";
}
std::ifstream Stream(file, std::ios::in);
Code += "//" + std::string(file) + "\n";