36 lines
868 B
GLSL
36 lines
868 B
GLSL
#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D Detail;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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varying vec2 uv_bis;
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#define FragColor gl_FragColor
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#endif
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#endif
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vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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float specmap = texture(SpecMap, uv).g;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
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}
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