#version 430 core layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 BrightColor; uniform float exposition; uniform sampler2D sunTexture; in vec2 TexCoords; void main() { vec3 textureColor = texture(sunTexture, TexCoords).xyz; vec3 adjustedColor = textureColor * exposition; vec3 finalColor = clamp(adjustedColor, 0.0, 1.0); outColor = vec4(finalColor, 1.0); 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); }