45 lines
1.4 KiB
GLSL
45 lines
1.4 KiB
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D tex_layout;
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layout(bindless_sampler) uniform sampler2D tex_detail0;
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layout(bindless_sampler) uniform sampler2D tex_detail1;
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layout(bindless_sampler) uniform sampler2D tex_detail2;
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layout(bindless_sampler) uniform sampler2D tex_detail3;
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#else
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uniform sampler2D tex_layout;
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uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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uniform sampler2D tex_detail2;
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uniform sampler2D tex_detail3;
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#endif
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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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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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void main() {
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// Splatting part
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vec4 splatting = texture(tex_layout, uv_bis);
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vec4 detail0 = texture(tex_detail0, uv);
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vec4 detail1 = texture(tex_detail1, uv);
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vec4 detail2 = texture(tex_detail2, uv);
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vec4 detail3 = texture(tex_detail3, uv);
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vec4 detail4 = vec4(0.0);
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#ifdef Use_Bindless_Texture
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#ifdef SRGBBindlessFix
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detail0.xyz = pow(detail0.xyz, vec3(2.2));
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detail1.xyz = pow(detail1.xyz, vec3(2.2));
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detail2.xyz = pow(detail2.xyz, vec3(2.2));
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detail3.xyz = pow(detail3.xyz, vec3(2.2));
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#endif
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#endif
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vec4 splatted = splatting.r * detail0 +
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splatting.g * detail1 +
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splatting.b * detail2 +
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max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
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FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 0., 0.), 1.);
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}
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