PlanetEditor/grk/cw 6/shaders/shader_sun.frag
2024-01-17 21:13:30 +01:00

45 lines
1.1 KiB
GLSL

#version 430 core
float AMBIENT = 0.1;
uniform vec3 lightPos;
uniform vec3 lightColor;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
vec4 textureColor;
out vec4 outColor;
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);
<<<<<<<< HEAD:grk/cw 6/shaders/shader_sun.frag
//float diffuse = max(0, dot(normal, lightDir));
vec4 textureColor = texture2D(colorTexture, vtc);
outColor = vec4(vec3(textureColor) * 1.5, 1.0);
========
float diffuse = max(0, dot(normal, lightDir));
textureColor = texture2D(colorTexture, vtc);
vec3 distance = lightColor/(lightPos - worldPos)*(lightPos - worldPos);
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);
>>>>>>>> hdr:grk/cw 6/shaders/shader_5_1_tex.frag
}