Grafika_2024/projekt_grk/shaders/shader_skybox.frag

22 lines
445 B
GLSL

#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;
uniform samplerCube skybox;
in vec3 texCoord;
void main()
{
vec4 texColor = texture(skybox, texCoord);
float brightness = dot(texColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if (brightness > 0.2)
BrightColor = vec4(texColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
outColor = texColor;
}