#version 430 core layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 BrightColor; uniform samplerCube skybox; uniform vec3 lightColor; in vec3 texCoord; //out vec4 out_color; void main() { vec4 textureColor = texture(skybox, texCoord); vec3 finalColor = vec3(textureColor) * lightColor * 0.35f; float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)); if(brightness > 0.2) BrightColor = vec4(finalColor, 1.0); else BrightColor = vec4(0.0, 0.0, 0.0, 1.0); outColor = vec4(finalColor, 1.0); }