#ifdef GL_ARB_bindless_texture layout(bindless_sampler) uniform sampler2D Albedo; layout(bindless_sampler) uniform sampler2D Detail; #else uniform sampler2D Albedo; uniform sampler2D Detail; #endif #if __VERSION__ >= 130 in vec2 uv; in vec2 uv_bis; out vec4 FragColor; #else varying vec2 uv; varying vec2 uv_bis; #define FragColor gl_FragColor #endif vec3 getLightFactor(float specMapValue); void main(void) { vec4 color = texture(Albedo, uv); #ifdef GL_ARB_bindless_texture #ifdef SRGBBindlessFix color.xyz = pow(color.xyz, vec3(2.2)); #endif #endif vec4 detail = texture(Detail, uv_bis); color *= detail; vec3 LightFactor = getLightFactor(1. - color.a); FragColor = vec4(color.xyz * LightFactor, 1.); }