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-rw-r--r--resources/shaders/color.frag42
1 files changed, 38 insertions, 4 deletions
diff --git a/resources/shaders/color.frag b/resources/shaders/color.frag
index 4a052a1..fe70983 100644
--- a/resources/shaders/color.frag
+++ b/resources/shaders/color.frag
@@ -1,8 +1,42 @@
-#version 330 core
-
-in vec3 col;
+#version 410 core
out vec4 fragColor;
+in vec3 normal_cameraSpace;
+in vec3 camera_worldSpace;
+in vec3 normal_worldSpace;
+in vec3 pos;
+in vec3 oldPosFlat;
+in float intensity;
+
+//uniform float multiplier = 1.f;
+//uniform float contrast = 10.f;
+//uniform float intExp = 0.5f;
+//uniform float scale = 1.f;
+
+uniform float multiplier = .9f;
+uniform float contrast = 20.f;
+uniform float intExp = 0.f;
+uniform float scale = 1.f;
+
+//uniform float multiplier = .5f;
+//uniform float contrast = 1.5f;
+//uniform float intExp = 0.f;
+//uniform float scale = 1.f;
+
+//uniform vec4 baseColor =vec4();
+
void main() {
- fragColor = vec4(col, 1.0);
+ fragColor = 0.5f * (vec4(normal_worldSpace[0], 0.f, normal_worldSpace[2], 1.f) + 1);
+ float oldArea = length(dFdx(oldPosFlat)) * length(dFdy(oldPosFlat));
+ float newArea = length(dFdx(pos)) * length(dFdy(pos));
+ float areaRatio = oldArea / newArea * multiplier;
+// if(oldArea / newArea > 3) {
+// areaRatio = 0.f;
+// }
+// fragColor = clamp(vec4(intensity, intensity, (1.f - intensity) * .5f, intensity), 0.f, 1.f);
+ fragColor = vec4(pow(areaRatio, contrast)) * pow(intensity, intExp);
+ float finalInt = pow(areaRatio, contrast) * pow(intensity, intExp);
+ finalInt = clamp(finalInt, 0, 1);
+ fragColor = vec4(1, 1, 1, finalInt * scale);
+// fragColor = vec4(vec3(1), pow(oldArea / newArea * .2f, 1.5f));
}