24 lines
464 B
GLSL
24 lines
464 B
GLSL
#ifndef Use_Bindless_Texture
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uniform sampler2D glosstex;
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#endif
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#ifdef Use_Bindless_Texture
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flat in sampler2D secondhandle;
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#endif
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in vec3 nor;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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void main(void)
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{
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#ifdef Use_Bindless_Texture
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float glossmap = texture(secondhandle, uv).x;
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#else
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float glossmap = texture(glosstex, uv).x;
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#endif
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
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EncodedNormal.z = glossmap;
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}
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