23 lines
592 B
GLSL
23 lines
592 B
GLSL
#version 430 core
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 BrightColor;
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uniform float exposition;
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uniform sampler2D sunTexture;
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in vec2 TexCoords;
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void main()
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{
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vec3 textureColor = texture(sunTexture, TexCoords).xyz;
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vec3 adjustedColor = textureColor * exposition;
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vec3 finalColor = clamp(adjustedColor, 0.0, 1.0);
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outColor = vec4(finalColor, 1.0);
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float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
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if(brightness > 0.2)
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BrightColor = vec4(finalColor, 1.0);
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else
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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