stk-code_catmod/data/shaders/objectref_pass2.frag
2014-08-22 23:48:28 +02:00

24 lines
519 B
GLSL

#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
col.xyz = pow(col.xyz, vec3(2.2));
#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.);
}