#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D Albedo; layout(bindless_sampler) uniform sampler2D Detail; layout(bindless_sampler) uniform sampler2D SpecMap; #else uniform sampler2D Albedo; uniform sampler2D Detail; uniform sampler2D SpecMap; #endif in vec2 uv; in vec2 uv_bis; out vec4 FragColor; vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue); void main(void) { vec4 color = texture(Albedo, uv); #ifdef Use_Bindless_Texture #ifdef SRGBBindlessFix color.xyz = pow(color.xyz, vec3(2.2)); #endif #endif vec4 detail = texture(Detail, uv_bis); color *= detail; float specmap = texture(SpecMap, uv).g; FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap, 0.), 1.); }