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#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)));
}
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