#version 430 core float AMBIENT = 0.05; uniform sampler2D colorTexture; uniform vec3 color; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 cameraPos; uniform bool atmosphereCheck; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; out vec4 outColor; vec3 toneMapping(vec3 color) { float exposure = 0.06; vec3 mapped = 1 - exp(-color * exposure); return mapped; } void main() { vec3 normal = normalize(vecNormal); vec3 viewDir = normalize(cameraPos - worldPos); vec3 lightDir = normalize(lightPos - worldPos); float diffuse = max(0, dot(normal, lightDir)); vec4 textureColor = texture2D(colorTexture, vtc); float atmosphereDot = dot(normal, viewDir); vec3 atmosphereColor = vec3(0.04, 0.2, 1.0); if (atmosphereCheck) textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05); vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000; vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance); //gamma correction //toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); outColor = vec4(toneMappedColor, 1); }