GRK_Room/cw 9/shaders/shader_skybox.frag

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#version 430 core
uniform samplerCube skybox;
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uniform float exposition;
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in vec3 texCoord;
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out vec4 outColor;
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layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BloomColor;
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void main()
{
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outColor = vec4(vec3(1.0) - exp(-texture(skybox,texCoord).rgb*exposition),1);
FragColor = outColor;
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float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BloomColor = vec4(FragColor.rgb, 1.0);
else
BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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}