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