#version 430 core float AMBIENT = 0.1; uniform vec3 color; uniform vec3 lightPos; uniform vec3 lightColor; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; vec4 textureColor; layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 bloomColor; 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); float diffuse = max(0, dot(normal, lightDir)); textureColor = texture2D(colorTexture, vtc); vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200; 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); float brightness = dot(outColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f)); if(brightness > 0.15f) bloomColor = vec4(outColor.rgb, 1.0f); else bloomColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); }