3 uniform sampler2D uTexMain;
14 #include "common_world.glsl"
18 vec3 vfrag = texture( uTexMain, aUv ).rgb;
21 vec3 halfview = uCamera - aWorldCo;
22 float fdist = length( halfview );
25 //vfrag = do_light_diffuse( vfrag, aNorm );
26 vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
27 vfrag = do_light_shadowing( vfrag );
28 //vfrag = apply_fog( vfrag, fdist );
30 FragColor = vec4(vfrag,aOpacity);