PlanetEditor/grk/cw 6/shaders/shader_tex.frag

38 lines
860 B
GLSL
Raw Normal View History

2023-12-18 16:15:08 +01:00
#version 430 core
float AMBIENT = 0.1;
2024-01-15 16:36:57 +01:00
uniform vec3 color;
2023-12-18 16:15:08 +01:00
uniform vec3 lightPos;
2024-01-15 16:36:57 +01:00
uniform vec3 lightColor;
2023-12-18 16:15:08 +01:00
in vec3 vecNormal;
in vec3 worldPos;
2024-01-14 19:42:19 +01:00
in vec2 vtc;
2024-01-15 16:36:57 +01:00
vec4 textureColor;
2023-12-18 16:15:08 +01:00
out vec4 outColor;
2024-01-15 16:36:57 +01:00
vec3 outputColor;
2023-12-18 16:15:08 +01:00
uniform sampler2D colorTexture;
2024-01-18 16:50:20 +01:00
vec3 toneMapping(vec3 color) {
2024-01-15 16:36:57 +01:00
float exposure = 0.06;
vec3 mapped = 1 - exp(-color*exposure);
return mapped;
}
2023-12-18 16:15:08 +01:00
void main()
{
2024-01-14 19:42:19 +01:00
vec3 lightDir = normalize(lightPos - worldPos);
2023-12-18 16:15:08 +01:00
vec3 normal = normalize(vecNormal);
2024-01-14 19:42:19 +01:00
float diffuse = max(0, dot(normal, lightDir));
2024-01-15 16:36:57 +01:00
textureColor = texture2D(colorTexture, vtc);
2024-01-18 16:50:20 +01:00
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
2024-01-15 16:36:57 +01:00
//gamma correction
//outputColor = pow(outputColor, vec3(1.0/2.2));
2023-12-18 16:15:08 +01:00
2024-01-15 16:36:57 +01:00
outputColor = toneMapping(outputColor);
outColor = vec4(outputColor , 1.0);
}