stk-code_catmod/data/shaders/instanced_objectref_pass2.frag

32 lines
724 B
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
in vec2 uv;
in vec4 color;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
void main(void)
{
#ifdef Use_Bindless_Texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.);
}