33 lines
600 B
GLSL
33 lines
600 B
GLSL
#ifndef Use_Bindless_Texture
|
|
uniform sampler2D tex;
|
|
#endif
|
|
|
|
#ifdef Use_Bindless_Texture
|
|
flat in sampler2D handle;
|
|
#endif
|
|
|
|
in vec2 uv;
|
|
in vec4 color;
|
|
out vec4 FragColor;
|
|
|
|
void main(void)
|
|
{
|
|
#ifdef Use_Bindless_Texture
|
|
vec4 col = texture(handle, uv);
|
|
#ifdef SRGBBindlessFix
|
|
col.xyz = pow(col.xyz, vec3(2.2));
|
|
#endif
|
|
#else
|
|
vec4 col = texture(tex, uv);
|
|
#endif
|
|
if (col.a < 0.5) discard;
|
|
|
|
#if defined(sRGB_Framebuffer_Usable) || defined(Advanced_Lighting_Enabled)
|
|
col.xyz *= pow(color.xyz, vec3(2.2));
|
|
#else
|
|
col.xyz *= color.xyz;
|
|
#endif
|
|
|
|
FragColor = vec4(col.xyz, 1.);
|
|
}
|