stk-code_catmod/data/shaders/detailledobject_pass2.frag
2014-10-05 02:12:04 +02:00

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.);
}