Revision control

++ #version 440
++
++ layout(location = 0) in vec3 v_pos;
++ layout(location = 1) in vec3 v_normal;
++ layout(location = 2) in vec2 v_uv;
++ layout(location = 3) in vec3 v_tangent;
++ layout(location = 4) in vec3 v_binormal;
++
++ layout(location = 0) out vec4 position;
++ layout(location = 1) out vec4 normal;
++ layout(location = 2) out vec4 baseColor;
++ layout(location = 3) out vec4 emissive;
++
++ layout(std140, binding = 0) uniform buf2 {
++ vec4 baseColorLinear;
++ vec3 emissiveFactor;
++ int flipY;
++ int hasBaseColorMap;
++ int hasEmissiveMap;
++ int hasNormalMap;
++ float normalStrength;
++ } ubuf2;
++
++ layout(binding = 1) uniform sampler2D baseColorMap;
++ layout(binding = 2) uniform sampler2D emissiveMap;
++ layout(binding = 3) uniform sampler2D normalMap;
++
++ vec3 sRGBToLinear(vec3 c)
++ {
++ return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
++ }
++ vec4 sRGBToLinear(vec4 c)
++ {
++ return vec4(sRGBToLinear(c.rgb), c.a);
++ }
++
++ void main()
++ {
++ position = vec4(v_pos, 1.0);
++
++ baseColor = ubuf2.baseColorLinear;
++ if (ubuf2.hasBaseColorMap != 0)
++ baseColor *= sRGBToLinear(texture(baseColorMap, v_uv));
++
++ emissive = vec4(ubuf2.emissiveFactor, 1.0);
++ if (ubuf2.hasEmissiveMap != 0)
++ emissive.rgb *= sRGBToLinear(texture(emissiveMap, v_uv).rgb);
++
++ vec3 N = normalize(v_normal);
++ if (ubuf2.hasNormalMap != 0) {
++ vec3 tangent = normalize(v_tangent);
++ vec3 binormal = normalize(v_binormal);
++ mat3 tanFrame = mat3(tangent, binormal, N);
++ vec3 tsNormal = texture(normalMap, v_uv).xyz * 2.0 - vec3(1.0);
++ tsNormal *= vec3(ubuf2.normalStrength, ubuf2.normalStrength, 1.0);
++ N = tanFrame * normalize(tsNormal);
++ }
++ normal = vec4(N, 1.0);
++ }