diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 36ae0bb..7861334 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -245,6 +245,7 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) { } */ +/* vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) { vec3 outMaterial = vec3(0.0); @@ -254,7 +255,7 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) { //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, p, dir, n); -/* + // LIGHT CHANGING WITH CIRCLE RADIUS float maxRadius = 25.; // Circle radius float particleHeight = 15.; //(syncs[5] * 40.); @@ -276,18 +277,18 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 caPos) { //res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.)); lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n); -*/ -/* + vec3 lightDir = vec3(0., 2., 3); float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); lights += vec3(0.6, 0.6, 0.6) * ind * 0.4; -*/ outMaterial *= max(vec3(0.), lights); // output with lights; return outMaterial; } +*/ +/* vec3 postProcess(vec3 col) { // Contrast float contrast = 0.85; @@ -308,6 +309,7 @@ vec3 postProcess(vec3 col) { return col; } +*/ ////////////////// // RENDERING // @@ -364,6 +366,10 @@ vec3 render(vec2 uv) { void main() { vec3 finalColor = render(getUV()); - finalColor = postProcess(finalColor); + //finalColor = postProcess(finalColor); + + finalColor = mix(finalColor, smoothstep(0.0, 1.0, finalColor), 0.8); // contrast + finalColor = pow(finalColor, vec3(.6)); // gamma 2.2 + o = vec4(finalColor, 1.); } \ No newline at end of file