#ifndef Use_Bindless_Texture uniform sampler2D Albedo; uniform sampler2D SpecMap; #endif #ifdef Use_Bindless_Texture flat in sampler2D handle; flat in sampler2D secondhandle; #endif in vec2 uv; in vec4 color; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main(void) { #ifdef Use_Bindless_Texture vec4 col = texture(handle, uv); float specmap = texture(secondhandle, uv).g; #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #else vec4 col = texture(Albedo, uv); float specmap = texture(SpecMap, uv).g; #endif col.xyz *= pow(color.xyz, vec3(2.2)); if (col.a * color.a < 0.5) discard; FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.); }