2023-12-18 16:15:08 +01:00
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#version 430 core
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2024-02-07 20:16:03 +01:00
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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2023-12-18 16:15:08 +01:00
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uniform vec3 lightPos;
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2024-01-21 13:34:33 +01:00
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uniform vec3 lightColor;
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2023-12-18 16:15:08 +01:00
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2024-02-03 23:21:33 +01:00
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uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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2023-12-18 16:15:08 +01:00
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in vec3 vecNormal;
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in vec3 worldPos;
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2024-01-14 19:42:19 +01:00
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in vec2 vtc;
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2024-01-17 22:01:14 +01:00
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2024-02-07 20:16:03 +01:00
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//out vec4 outColor;
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2023-12-18 16:15:08 +01:00
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uniform sampler2D colorTexture;
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2024-02-03 23:21:33 +01:00
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.06;
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vec3 mapped = 1 - exp(-color * exposure);
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return mapped;
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}
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2023-12-18 16:15:08 +01:00
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void main()
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{
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2024-02-03 23:21:33 +01:00
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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2024-02-04 20:34:45 +01:00
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vec3 textureColor = texture2D(colorTexture, vtc).rgb;
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2024-02-03 23:21:33 +01:00
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if (atmosphereCheck)
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2024-02-04 20:34:45 +01:00
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{
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(1.0, 0.08, 0.02);
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textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3));
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}
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2024-02-03 23:21:33 +01:00
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
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2024-02-04 20:34:45 +01:00
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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2024-02-03 23:21:33 +01:00
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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2024-02-07 20:16:03 +01:00
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vec3 finalColor = toneMappedColor * lightColor * 0.2f;
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 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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outColor = vec4(finalColor, 1.0);
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2024-01-17 22:01:14 +01:00
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}
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