#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(float specMapValue); void main(void) { vec4 col = texture(Albedo, uv); #ifdef GL_ARB_bindless_texture #ifdef SRGBBindlessFix col.xyz = pow(col.xyz, vec3(2.2)); #endif #endif col.xyz *= pow(color.xyz, vec3(2.2)); if (col.a * color.a < 0.5) discard; vec3 LightFactor = getLightFactor(1.); FragColor = vec4(col.xyz * LightFactor, 1.); }