#version 430 core float AMBIENT = 0.1; uniform vec3 lightPos; uniform vec3 lightColor; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; vec4 textureColor; out vec4 outColor; vec3 outputColor; uniform sampler2D colorTexture; vec3 toneMapping(vec3 color){ float exposure = 0.06; vec3 mapped = 1 - exp(-color*exposure); return mapped; } void main() { vec3 lightDir = normalize(lightPos - worldPos); vec3 normal = normalize(vecNormal); <<<<<<<< HEAD:grk/cw 6/shaders/shader_sun.frag //float diffuse = max(0, dot(normal, lightDir)); vec4 textureColor = texture2D(colorTexture, vtc); outColor = vec4(vec3(textureColor) * 1.5, 1.0); ======== float diffuse = max(0, dot(normal, lightDir)); 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)); outputColor = toneMapping(outputColor); outColor = vec4(outputColor , 1.0); >>>>>>>> hdr:grk/cw 6/shaders/shader_5_1_tex.frag }