stk-code_catmod/data/shaders/instanced_detailledobject_pass2.frag
2014-08-26 20:34:37 +02:00

30 lines
679 B
GLSL

#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D Detail;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv);
color.xyz = pow(color.xyz, vec3(2.2));
vec4 detail = texture(secondhandle, uv_bis);
#else
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
#endif
color *= detail;
vec3 LightFactor = getLightFactor(1. - color.a);
FragColor = vec4(color.xyz * LightFactor, 1.);
}