#ifndef Use_Bindless_Texture uniform sampler2D Albedo; uniform sampler2D Detail; uniform sampler2D SpecMap; #endif #ifdef Use_Bindless_Texture flat in sampler2D handle; flat in sampler2D secondhandle; flat in sampler2D thirdhandle; #endif in vec2 uv; in vec2 uv_bis; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main(void) { #ifdef Use_Bindless_Texture vec4 color = texture(handle, uv); float specmap = texture(secondhandle, uv).g; #ifdef SRGBBindlessFix color.xyz = pow(color.xyz, vec3(2.2)); #endif vec4 detail = texture(thirdhandle, uv_bis); #else vec4 color = texture(Albedo, uv); vec4 detail = texture(Detail, uv_bis); float specmap = texture(SpecMap, uv).g; #endif color *= detail; FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.); }