#version 430 core layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BrightColor; uniform vec3 objectColor; uniform vec3 cameraPos; uniform sampler2D diffuseTexture; uniform vec3 colorTex; in vec3 interpNormal; in vec3 fragPos; in vec2 vTexCoord; void main() { vec3 normal = normalize(interpNormal); vec3 V = normalize(cameraPos-fragPos); float coef = pow(max(0,dot(normal,V)),2); vec4 textureColor = texture2D(diffuseTexture, -vTexCoord); vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * colorTex; FragColor = vec4(texture + texture * coef, 1.0); float brightness = dot(FragColor.rgb, vec3(0.2, 0.7, 0.07)); if(brightness > 0.2) BrightColor = vec4(FragColor.rgb, 1.0); else BrightColor = vec4(0.0, 0.0, 0.0, 1.0); }