41 lines
1.0 KiB
GLSL
41 lines
1.0 KiB
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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#endif
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uniform vec2 color_change;
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);
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float rgbToValue(vec3 c);
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vec3 hsvToRgb(vec3 c);
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void main(void)
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{
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#ifdef Use_Bindless_Texture
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vec4 col = texture(Albedo, uv);
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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#endif
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if (color_change.x > 0.0)
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{
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vec3 new_color = hsvToRgb(vec3(color_change.x, color_change.y, rgbToValue(col.rgb)));
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col = vec4(new_color.b, new_color.g, new_color.r, col.a);
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}
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col.xyz *= pow(color.xyz, vec3(2.2));
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float specmap = texture(SpecMap, uv).g;
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float emitmap = texture(SpecMap, uv).b;
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
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}
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