PlanetEditor/grk/cw 6/shaders/shader_tex.frag

47 lines
1.1 KiB
GLSL

#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);
}