stk-code_catmod/data/shaders/instanced_objectref_pass2.frag
2014-10-05 02:30:01 +02:00

32 lines
774 B
GLSL

#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
in vec2 uv;
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
}