50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
#version 430 core
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float AMBIENT = 0.05;
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uniform sampler2D colorTexture;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 cameraPos;
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uniform bool atmosphereCheck;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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vec3 toneMapping(vec3 color)
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{
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float exposure = 0.06;
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vec3 mapped = 1 - exp(-color * exposure);
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return mapped;
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}
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void main()
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{
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vec3 normal = normalize(vecNormal);
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vec3 viewDir = normalize(cameraPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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float diffuse = max(0, dot(normal, lightDir));
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vec4 textureColor = texture2D(colorTexture, vtc);
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float atmosphereDot = dot(normal, viewDir);
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vec3 atmosphereColor = vec3(0.04, 0.2, 1.0);
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if (atmosphereCheck)
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textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.05);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 10000;
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vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
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//gamma correction
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//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
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outColor = vec4(toneMappedColor, 1);
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} |