#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D Albedo; layout(bindless_sampler) uniform sampler2D SpecMap; #else uniform sampler2D Albedo; uniform sampler2D SpecMap; #endif in vec2 uv; in vec4 color; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main(void) { #ifdef Use_Bindless_Texture vec4 col = texture(Albedo, uv); #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #else vec4 col = texture(Albedo, uv); #endif col.xyz *= pow(color.xyz, vec3(2.2)); float specmap = texture(SpecMap, uv).g; float emitmap = texture(SpecMap, uv).b; FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.); }