#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); }