#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D tex; #else uniform sampler2D tex; #endif in vec2 uv; in vec4 color; out vec4 FragColor; void main(void) { vec4 col = texture(tex, uv); #ifdef Use_Bindless_Texture #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #endif if (col.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 FragColor = vec4(col.xyz, 1.); }