44 lines
1004 B
GLSL
44 lines
1004 B
GLSL
#version 430 core
|
|
|
|
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);
|
|
|
|
vec4 textureColor = texture2D(colorTexture, vtc);
|
|
|
|
float atmosphereDot = dot(normal, viewDir);
|
|
vec3 atmosphereColor = vec3(1.0, 0.04, 0.01);
|
|
|
|
if (atmosphereCheck)
|
|
textureColor = mix(textureColor, vec4(atmosphereColor / atmosphereDot, 1.0), 0.25);
|
|
|
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 25;
|
|
vec3 toneMappedColor = toneMapping(vec3(textureColor) * distance);
|
|
//gamma correction
|
|
toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
|
|
|
outColor = vec4(toneMappedColor * lightColor * 0.2f, 1.0);
|
|
} |