#version 150 core | |
in vec2 texCoord; | |
uniform sampler2D texture; | |
uniform float lightIntensity; | |
in vec3 worldPosition; | |
uniform float exposure; | |
vec4 lightModel(const in vec3 baseColor, | |
const in vec3 pos, | |
const in float intensity) | |
{ | |
... | |
} | |
#line 9 | |
vec4 lightModel(const in vec3 baseColor, | |
const in vec3 pos, | |
const in float intensity) | |
{ | |
... | |
} | |
#line 11 | |
out vec4 fragColor; | |
void main() | |
{ | |
fragColor = (((((lightModel(((texture2D(texture, texCoord))), worldPosition, lightIntensity)))) * pow(2.0, exposure))); | |
} |