#ifndef GL_ARB_bindless_texture uniform sampler2D tex; uniform sampler2D glosstex; #endif #ifdef GL_ARB_bindless_texture flat in sampler2D handle; flat in sampler2D secondhandle; #endif in vec3 nor; in vec2 uv; out vec3 EncodedNormal; vec2 EncodeNormal(vec3 n); void main() { #ifdef GL_ARB_bindless_texture vec4 col = texture(handle, uv); float glossmap = texture(secondhandle, uv).x; #else vec4 col = texture(tex, uv); float glossmap = texture(glosstex, uv).x; #endif if (col.a < 0.5) discard; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = exp2(10. * glossmap + 1.); }