framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexMain;
4 uniform vec4 uColour;
5 uniform vec3 uCamera;
6
7 in vec4 aColour;
8 in vec2 aUv;
9 in vec3 aNorm;
10 in vec3 aCo;
11 in vec3 aWorldCo;
12 in float aOpacity;
13
14 #include "common_world.glsl"
15
16 void main()
17 {
18 vec3 vfrag = texture( uTexMain, aUv ).rgb;
19
20 // Lighting
21 vec3 halfview = uCamera - aWorldCo;
22 float fdist = length( halfview );
23 halfview /= fdist;
24
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 );
29
30 FragColor = vec4(vfrag,aOpacity);
31 }