#version 430 core layout (location = 0) out vec4 out_color; layout (location = 1) out vec4 BrightColor; uniform samplerCube skybox; in vec3 texCoord; //out vec4 out_color; void main() { vec4 finalColor =texture(skybox,texCoord); float brightness = dot(vec3(finalColor.x,finalColor.y, finalColor.z ), vec3(0.2126, 0.7152, 0.0722)); if(brightness > 1.0) BrightColor = vec4(vec3(finalColor.x,finalColor.y, finalColor.z ), 1.0); else BrightColor = vec4(0.0, 0.0, 0.0, 1.0); out_color = texture(skybox,texCoord); }