#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 atmosphereCheck; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; //out vec4 outColor; uniform sampler2D colorTexture; 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 textureColor = texture2D(colorTexture, vtc).rgb; if (atmosphereCheck) { float atmosphereDot = dot(normal, viewDir); vec3 atmosphereColor = vec3(1.0, 0.08, 0.02); textureColor = mix(textureColor, atmosphereColor, pow(1 - atmosphereDot, 3)); } vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25; vec3 toneMappedColor = toneMapping(textureColor * distance); //gamma correction toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2)); vec3 finalColor = toneMappedColor * lightColor * 0.2f; 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); }