stk-code_catmod/data/shaders/instanced_object_pass2.frag

48 lines
1.2 KiB
GLSL

#ifndef Use_Bindless_Texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef Use_Bindless_Texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
uniform float color_change;
in vec2 uv;
in vec4 color;
out vec4 FragColor;
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
vec3 rgbToHsv(vec3 c);
vec3 hsvToRgb(vec3 c);
void main(void)
{
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
float emitmap = texture(secondhandle, uv).b;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
float emitmap = texture(SpecMap, uv).b;
#endif
if (color_change > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
old_hsv.y = max(old_hsv.y, 0.93);
vec3 new_color = hsvToRgb(vec3(color_change, old_hsv.y, old_hsv.z));
col = vec4(new_color.r, new_color.g, new_color.b, col.a);
}
col.xyz *= pow(color.xyz, vec3(2.2));
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap) , 1.);
}