merge bloom
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65081de1d9
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@ -10,7 +10,7 @@ uniform float exposure;
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void main()
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{
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const float gamma = 2.6;
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const float gamma = 1.5;
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vec3 hdrColor = texture(scene, TexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, TexCoords).rgb;
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if(bloom)
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@ -218,10 +218,10 @@ void main()
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 1.5)
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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(0.5, 0.5, 0.5, 1.0);
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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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}
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@ -1,14 +1,26 @@
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform samplerCube skybox;
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uniform vec3 lightColor;
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in vec3 texCoord;
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out vec4 out_color;
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//out vec4 out_color;
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void main()
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{
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vec4 textureColor = texture(skybox, texCoord);
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out_color = vec4(vec3(textureColor) * lightColor * 0.35f, 1.0f);
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vec3 finalColor = vec3(textureColor) * lightColor * 0.35f;
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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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}
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@ -1,4 +1,6 @@
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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@ -11,7 +13,7 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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//out vec4 outColor;
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uniform sampler2D colorTexture;
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@ -40,6 +42,14 @@ void main()
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vec3 toneMappedColor = toneMapping(textureColor * distance);
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//gamma correction
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toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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vec3 finalColor = toneMappedColor * lightColor * 0.2f;
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outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
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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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}
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@ -1,5 +1,8 @@
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#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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float AMBIENT = 0.05;
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float PI = 3.14159;
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@ -23,7 +26,7 @@ in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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//out vec4 outColor;
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vec3 toneMapping(vec3 color)
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{
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@ -124,5 +127,13 @@ void main()
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finalColor = mix(toneMappedColor, noiseColor, noiseColor.r);
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}
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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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}
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