Color gradient ramp for glowing parts of the mesh

This commit is contained in:
saschawillems 2016-08-13 16:37:53 +02:00
parent cb5bd093ec
commit e74e37cc16
11 changed files with 64 additions and 24 deletions

View file

@ -3,10 +3,13 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
@ -17,7 +20,7 @@ void main()
// to detect bright glow emitters
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
{
outFragColor.rgb = inColor;
outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
}
else
{