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