28 lines
617 B
GLSL
28 lines
617 B
GLSL
#ifndef GL_ARB_bindless_texture
|
|
uniform sampler2D Albedo;
|
|
#endif
|
|
|
|
#ifdef GL_ARB_bindless_texture
|
|
flat in sampler2D handle;
|
|
#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);
|
|
#ifdef SRGBBindlessFix
|
|
col.xyz = pow(col.xyz, vec3(2.2));
|
|
#endif
|
|
#else
|
|
vec4 col = texture(Albedo, uv);
|
|
#endif
|
|
col.xyz *= pow(color.xyz, vec3(2.2));
|
|
if (col.a * color.a < 0.5) discard;
|
|
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), 1.), 1.);
|
|
}
|