#ifdef GL_ARB_bindless_texture layout(bindless_sampler) uniform sampler2D Albedo; #else uniform sampler2D Albedo; #endif in vec2 uv; in vec4 color; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue); void main(void) { #ifdef GL_ARB_bindless_texture vec4 col = texture(Albedo, uv); #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #else vec4 col = texture(Albedo, uv); #endif col.xyz *= pow(color.xyz, vec3(2.2)); FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.); }