#ifdef Use_Bindless_Texture flat in sampler2D tex_layer_0; flat in sampler2D tex_layer_2; #else // spm layer 1 texture uniform sampler2D tex_layer_0; // gloss map uniform sampler2D tex_layer_2; #endif #ifdef Use_Array_Texture uniform sampler2DArray tex_array; flat in float array_0; flat in float array_2; #endif flat in float hue_change; in vec3 normal; in vec2 uv; layout(location = 0) out vec4 o_diffuse_color; layout(location = 1) out vec3 o_normal_depth; layout(location = 2) out vec2 o_gloss_map; #stk_include "utils/encode_normal.frag" #stk_include "utils/rgb_conversion.frag" void main(void) { #ifdef Use_Array_Texture vec4 col = texture(tex_array, vec3(uv, array_0)); #else vec4 col = texture(tex_layer_0, uv); #endif if (col.a < 0.5) { discard; } if (hue_change > 0.0) { vec3 old_hsv = rgbToHsv(col.rgb); vec2 new_xy = vec2(hue_change, old_hsv.y); vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z)); col = vec4(new_color.r, new_color.g, new_color.b, col.a); } vec3 final_color = col.xyz; #if !defined(Advanced_Lighting_Enabled) #if !defined(sRGB_Framebuffer_Usable) final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) #else final_color = final_color * 0.5; #endif #endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) #ifdef Use_Array_Texture vec4 layer_2 = texture(tex_array, vec3(uv, array_2)); #else vec4 layer_2 = texture(tex_layer_2, uv); #endif o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5; o_normal_depth.z = layer_2.x; o_gloss_map = 0.1 * layer_2.yz; #endif }