26 lines
549 B
GLSL
26 lines
549 B
GLSL
#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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#else
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uniform sampler2D Albedo;
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#endif
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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(float specMapValue);
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void main(void)
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{
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vec4 col = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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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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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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}
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