#version 430 core layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 BrightColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 cameraPos; uniform bool glowCheck; uniform bool toneMappingCheck; uniform float time; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; uniform sampler2D colorTexture; vec3 toneMapping(vec3 color) { float exposure = 0.06; vec3 mapped = 1 - exp(-color * exposure); return mapped; } float random (in vec2 _st) { return fract(sin(dot(_st.xy, vec2(-0.550,0.430)))* 43758.5453123); } float noise (in vec2 _st) { vec2 i = floor(_st); vec2 f = fract(_st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } #define NUM_OCTAVES 5 float fbm ( in vec2 _st) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0); mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_st); _st = rot * _st * 2.0 + shift; a *= 0.75; } return v; } vec3 noiseColor() { vec2 st = vtc.xy * 9.; vec3 color = vec3(0.0); vec2 q = vec2(0.); q.x = fbm(st + 0.0 * time); q.y = fbm(st + vec2(1.0)); vec2 r = vec2(0.); r.x = fbm(st + 1.0 * q + vec2(1.7, 9.2) + 0.15 * time); r.y = fbm(st + 1.0 * q + vec2(8.3, 2.8) + 0.12 * time); float f = fbm(st+r); color = mix(vec3(0.667,0.640,0.088), vec3(0.667,0.520,0.134), clamp((f*f)*4.640,0.712,0.056)); color = mix(color, vec3(0.165,0.111,0.036), clamp(length(q),0.072,0.408)); color = mix(color, vec3(1.000,0.306,0.143), clamp(length(r.x),0.0,1.0)); vec3 noiseColor = vec3((f*f*f+1.384*f*f+1.044*f)*color); return noiseColor; } void main() { vec3 normal = normalize(vecNormal); vec3 viewDir = normalize(cameraPos - worldPos); vec3 textureColor = texture2D(colorTexture, vtc).rgb; if (glowCheck) { float glowDot = dot(normal, viewDir); vec3 glowColor = vec3(1.0, 0.08, 0.02); textureColor = mix(textureColor, glowColor, pow(1 - glowDot, 2)); } vec3 mixedColor; if (glowCheck) { vec3 noiseColor = noiseColor(); mixedColor = mix(textureColor, noiseColor, 0.35); } else mixedColor = textureColor * lightColor * 0.2f; vec3 toneMappedColor; if (toneMappingCheck) { vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 100; toneMappedColor = toneMapping(mixedColor * distance); //gamma correction toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); } else toneMappedColor = mixedColor; vec3 finalColor = toneMappedColor; 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); }