#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D tex_layout; layout(bindless_sampler) uniform sampler2D tex_detail0; layout(bindless_sampler) uniform sampler2D tex_detail1; layout(bindless_sampler) uniform sampler2D tex_detail2; layout(bindless_sampler) uniform sampler2D tex_detail3; #else uniform sampler2D tex_layout; uniform sampler2D tex_detail0; uniform sampler2D tex_detail1; uniform sampler2D tex_detail2; uniform sampler2D tex_detail3; #endif in vec2 uv; in vec2 uv_bis; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main() { // Splatting part vec4 splatting = texture(tex_layout, uv_bis); vec4 detail0 = texture(tex_detail0, uv); vec4 detail1 = texture(tex_detail1, uv); vec4 detail2 = texture(tex_detail2, uv); vec4 detail3 = texture(tex_detail3, uv); vec4 detail4 = vec4(0.0); #ifdef Use_Bindless_Texture #ifdef SRGBBindlessFix detail0.xyz = pow(detail0.xyz, vec3(2.2)); detail1.xyz = pow(detail1.xyz, vec3(2.2)); detail2.xyz = pow(detail2.xyz, vec3(2.2)); detail3.xyz = pow(detail3.xyz, vec3(2.2)); #endif #endif vec4 splatted = splatting.r * detail0 + splatting.g * detail1 + splatting.b * detail2 + max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3; FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 0., 0.), 1.); }