PlanetEditor/grk/cw 6/shaders/shader_5_1_tex.frag

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#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
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uniform vec3 lightColor;
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in vec3 vecNormal;
in vec3 worldPos;
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in vec2 vtc;
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vec4 textureColor;
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out vec4 outColor;
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vec3 outputColor;
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uniform sampler2D colorTexture;
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vec3 toneMapping(vec3 color){
float exposure = 0.06;
vec3 mapped = 1 - exp(-color*exposure);
return mapped;
}
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void main()
{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 normal = normalize(vecNormal);
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float diffuse = max(0, dot(normal, lightDir));
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textureColor = texture2D(colorTexture, vtc);
vec3 distance = lightColor/(lightPos - worldPos)*(lightPos - worldPos);
outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse)* distance;
//gamma correction
//outputColor = pow(outputColor, vec3(1.0/2.2));
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outputColor = toneMapping(outputColor);
outColor = vec4(outputColor , 1.0);
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}