Space-Project/shaders/shader_bloom.frag

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2021-01-24 01:02:35 +01:00
#version 430 core
layout (location = 0) out vec4 fragColor;
layout (location = 1) out vec4 BrightColor;
in vec3 fragPos;
in vec3 interpNormal;
in vec2 vTexCoords;
struct PointLight {
vec3 position;
vec3 color;
};
#define NR_POINT_LIGHTS 2
uniform vec3 objectColor;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform PointLight pointLights[NR_POINT_LIGHTS];
void main()
{
vec3 result = vec3(0,0,0);
vec4 textureColor = texture2D(colorTexture, -vTexCoords);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
vec3 normal = normalize(interpNormal);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
{
vec3 lightDir = normalize(pointLights[i].position - fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10);
float diffuse = max(0,dot(normal,normalize(lightDir)));
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color;
result += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
result = (fragColor + ambient).xyz;
// check whether result is higher than some threshold, if so, output as bloom threshold color
float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BrightColor = vec4(result, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
fragColor = vec4(result, 1.0);
}