#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 = 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)); fragColor = vec4((normal_worldSpace + 1) / 2, 1.f); }