#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D Albedo; layout(bindless_sampler) uniform sampler2D SpecMap; layout(bindless_sampler) uniform sampler2D colorization_mask; #else uniform sampler2D Albedo; uniform sampler2D SpecMap; uniform sampler2D colorization_mask; #endif uniform vec2 color_change; in vec2 uv; in vec4 color; out vec4 FragColor; #stk_include "utils/getLightFactor.frag" #stk_include "utils/rgb_conversion.frag" void main(void) { vec4 col = texture(Albedo, uv); #ifdef Use_Bindless_Texture #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #endif if (col.a * color.a < 0.5) discard; #if defined(GL_ES) && !defined(Advanced_Lighting_Enabled) col.xyz *= color.xyz; #else col.xyz *= pow(color.xyz, vec3(2.2)); #endif float mask = texture(colorization_mask, uv).a; if (color_change.x > 0.0) { vec3 old_hsv = rgbToHsv(col.rgb); float mask_step = step(mask, 0.5); vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), vec2(mask_step, mask_step)); col.xyz = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z)); } float specmap = texture(SpecMap, uv).g; float emitmap = texture(SpecMap, uv).b; FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.); }