35 lines
872 B
GLSL
35 lines
872 B
GLSL
#ifndef GL_ARB_bindless_texture
|
|
uniform sampler2D Albedo;
|
|
uniform sampler2D Detail;
|
|
uniform sampler2D SpecMap;
|
|
#endif
|
|
|
|
#ifdef GL_ARB_bindless_texture
|
|
flat in sampler2D handle;
|
|
flat in sampler2D secondhandle;
|
|
flat in sampler2D thirdhandle;
|
|
#endif
|
|
in vec2 uv;
|
|
in vec2 uv_bis;
|
|
out vec4 FragColor;
|
|
|
|
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
|
|
|
|
void main(void)
|
|
{
|
|
#ifdef GL_ARB_bindless_texture
|
|
vec4 color = texture(handle, uv);
|
|
float specmap = texture(secondhandle, uv).g;
|
|
#ifdef SRGBBindlessFix
|
|
color.xyz = pow(color.xyz, vec3(2.2));
|
|
#endif
|
|
vec4 detail = texture(thirdhandle, uv_bis);
|
|
#else
|
|
vec4 color = texture(Albedo, uv);
|
|
vec4 detail = texture(Detail, uv_bis);
|
|
float specmap = texture(SpecMap, uv).g;
|
|
#endif
|
|
color *= detail;
|
|
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
|
|
}
|