#ifndef Use_Bindless_Texture uniform sampler2D tex; #endif #ifdef Use_Bindless_Texture flat in sampler2D handle; #endif in vec2 uv; in vec4 color; out vec4 FragColor; void main(void) { #ifdef Use_Bindless_Texture vec4 col = texture(handle, uv); #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #else vec4 col = texture(tex, uv); #endif if (col.a < 0.5) discard; #if defined(sRGB_Framebuffer_Usable) || defined(Advanced_Lighting_Enabled) col.xyz *= pow(color.xyz, vec3(2.2)); #else col.xyz *= color.xyz; #endif FragColor = vec4(col.xyz, 1.); }